Thread: Red Hand of Doom - OOC
Monday, 12th May, 2008, 06:06 PM #1
Red Hand of Doom - OOC
As a follow up to the interest check thread:
So, I've decided to go ahead with running the game. It's only the Red Hand of Doom module, that way we can get right into it. I'll be expecting 1 post/day on weekdays, weekends are flexible, if you can great, if not, no worries. I'll be running 1 combat round/day at the latest, if you haven't posted I'll NPC you or maybe you're character is overwhelmed by what's going on around him and spends a turn in full defence.
# of PCs: 4-5
Stats: 34-point buy
HP: Max at 1st, 3/4 after (Make up difference next level for odd dice, i.e. 7.5hp for d10, 7 2nd level, 8 3rd level)
Game World: Generic, but using FR deities (http://realmshelps.dandello.net/dieties/human.shtml, if you're not familiar with them)
LA: I'll allow a LA of +1 for races or a template
Deadline: May 19th (or sooner if I get enough good apps)
Core - PHB/PHB2, DMG, MM
Completes - Adventurer, Arcane, Divine, Mage & Warrior
Eberron - Campaign Setting, Races of Eberron, Player's Guide
FR - Campaign Setting, Races of Faerun, Player's Guide
Heroes of Horror, Libris Mortis
Magic Item Compendium, Spell Compendium
Psionics - from the SRD only (I'll be treating Psionics as magic for SR, etc.)
Tome of Battle
Anything else needs approval.
Applications will have the following:
Edit: Also, I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
Edit 2: Up to 2 flaws will be allowed from UA, Traits are also allowed.
Edit 3: Applications so far:
s@squ@tch - Elven Sorceror
Arabesu - Shifter Wilder
Rhun - Dwarven Rogue/Fighter OR Rogue/Swordsage (Proposed)
WalkingDad - Warforged Dread Necromancer Or Necromancer
Graf - Dinoriding Halfling Sorceror
EvolutionKB - Dreamsight Shifter Druid (shapeshifter variant)
Jerrand Redband - Human Fighter or Cleric
Voadam - Tiefling Soulknife
stonegod - Changeling beguiler
Last edited by renau1g; Thursday, 12th February, 2009 at 09:28 PM.
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Scout (Lvl 6)
- Join Date
- Jul 2006
- Carmel-not-by-the-sea, IN
ø Ignore s@squ@tch
equipment still under edit
Class: Sorcerer (Feat choices: Draconic Heritage (Silver), Draconic Breath...basically interested in exploring her dragon fueled magic)
Appearance: Long, flowing silver hair blowing wild. Violet eyes with a streak of silver, mostly tan skin, interrupted by occasional patches of smooth silvery skin. Short and lithe, Virashil exudes a sense of power out of her small frame.Code:Name: Virashil N'al Sil Class: Sorcerer 5 / Dragonheart Mage 1 Race: Elf Size: Medium Gender: Female Alignment: NG Deity: Bahamut Str: 11 -- (3p.) Level: 6 XP: 15000 Dex: 16 +3 (6p.) BAB: +3 HP: 28 (5d4+1d6+6) Con: 12 +1 (6p.) Grapple: +3 Int: 12 +1 (4p.) Speed: 30' Stat Increases: +1 Cha Wis: 10 -- (2p.) Init: +3 Spell Save: Cha: 20 +5 (13p.) ACP: -0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +0 +0 +3 +0 +0 +0 13 Touch: 13 Flatfooted: 10 Spell Res: None Dmg Red: None Total Base Mod Misc Fort: +4 +3 +1 -- Ref: +4 +1 +3 -- Will: +6 +6 +0 -- Notes: Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. Weapon Attack Damage Critical Range MW Longsword +4 1d8 19-20/x2 ------ MW Longbow +7 1d8 20/x3 100 ft Dagger +3/+6 1d4 19-20/x2 10 ft Notes: Languages: Common, Elven, Draconic Abilities: Low Light Vision, +3 to all saves vs Sleep, Paralysis, and Cold Effects Feats: 1st: Draconic Heritage (Silver) 1st: Alertness (Skill bonus) 1st: (Bonus) Summon Familiar (Not used yet) 3rd: Silver Dragon Lineage:6th: Combat Casting 6th: (Bonus)Draconic BreathAs a Standard Action, you may convert one of your spells into a paralyzing effect on all adjacent foes for 1 round. Fort save DC15 + spell level negatesSpells Per Day (Save DC 15 + spell level): 0th - 6 1st - 8 2nd - 5 Spells Known: 0 - (7) Dancing Lights, Disrupt Undead, Ray of Frost, Detect Magic, Message, Resistance, Read Magic; 1st - (4) Mage Armor, Magic Missile, Burning Hands, Ray of Enfeeblement; 2nd - (2) Mirror Image, Invisibility Skill Points: 27 Max Ranks: 9/4.5 Skills Total Ranks Mod Misc Appraise +1 0 +1 -- Balance +3 0 +3 -- Bluff +5 0 +5 -- Climb +0 0 +0 -- Concentration +10 9 +1 +4 (Casting Defensive) Diplomacy +5 0 +5 -- Disguise +7 2 +5 -- Escape Artist +3 0 +3 -- Forgery +0 0 -- -- Gather Info +5 0 +5 -- Heal +2 0 -- +2 Hide +3 0 +3 -- Intimidate +5 0 +5 -- Jump +0 0 -- -- Know: (Arcana) +9 8 +1 -- Know: (Planes) +2 1 +1 -- Listen +4 0 -- +4 Move Silently +3 0 +3 -- Perform +0 0 -- -- Search +2 0 -- +2 Sense Motive +0 0 -- -- Sleight of Hand +3 0 +3 -- Speak Language +0 0 -- -- Spellcraft +5 2 +1 +2 Spot +8 6 -- +4 (2 ranks from DhM as class skill) Swim +2 0 -- -- Use Magic Device+5 0 +5 -- Use Rope +3 0 +3 -- Notes: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Disguise is a class skill from Draconic Heritage (Silver) Equipment: Cost Weight MW Longsword 315gp 4lb MW Longbow 375gp 3lb w/60 arrows 3gp 8lb Dagger 2gp 1lb Backpack 2gp 2lb Winter Blanket .5gp 3lb 2 pieces of Chalk 0.1gp --lb Flint and Steel 1gp --lb Belt Pouch 1gp .5lb 25' Silk Rope 5gp 2.5lb Traveler's Outfit 1gp 5lb Empowered Spellshard - Ray of Enfeeblement 1500gp lb Arcanist's Gloves 500gp --lb Cloak of Charisma +2 4000gp 2lb Healing Belt 750gp 1lb Potions: Cure Light Wounds X2 50gp --lb Cure Moderate Wounds X2 600gp --lb Scrolls Scroll of Fireball 375gp --lb Scroll of Web x2 300gp --lb Scroll of Glitterdust 150gp --lb Wands Wand of Snake's Swiftness 10 charges 925gp --lb Wand of Invisibility 15 charges 1375gp --lb Wand of Mage Armor 10 charges 175gp --lb Eternal Wand of Enlarge Person 820gp --lb Total Weight:32lb Money: 4gp 4sp 0cp Lgt Med Hvy Lift Push Max Weight: 38 76 115 230 575 Age: 107 Height: 4'10" Weight: 75 lbs Eyes: Silvery Violet Hair: Silver Skin: TanAs a Standard Action, you may convert one of your spells into a Supernatural breath weapon that does 2d6 damage per level of the spell expended. The breath weapon is a 30’ Cone. Subjects are allowed a Reflex save for half damage (DC = 15 + spell level expended)
Personality: Her draconic ancenstry has influenced her personality -- combined with her elven roots, she takes a long term view on most actions. Normally good-natured, she enjoys conversation
Background: Virashil comes from a small village of Elves deep in the [general setting], where it backs up to a small outcropping of snow-covered peaks. Their village is a close-knit community, of common elves, except for the occasional child born with silver hair or silver flecked skin. It is rumored that ages ago, an old silver dragon inhabited the peaks near their village, and would occasionally come down from the mountain as an elf and live among them for a period of time. It is thought that the blood of this dragon continues to appear every few generations and spawn a child who has the gift for magic.
Virashil left her village some years ago, setting out to discover more about what fuels her inner power. She first travelled to the nearby mountain peaks, looking for any sign of the rumored silver wyrm, but found nothing. Somewhat downfallen, she then set out to find out more about the legend of her people -- to determine if there actually was a silver dragon that inhabited the mountain peaks near her village. She sought out the advice of a few sages, who were able to find out that yes, at one time an old silver dragon named N'al Loranthanxx had made his lair in the peaks. Her spirits buoyed by this bit of information, she journeyed once more to the peaks near her village. The journey was harsh and difficult, for she had ascended above the tree line and trudged through crags of snow and ice. Virashil finally realized that she had bitten off more than she could chew -- for she was no mountaineer, just a fledgling sorceress. Panic ran through her mind as she realized that she may not make it back down the mountain with her life. The biting cold had begun to seep its way into her bones and her mind grew slow. Step after step became more labored. She began to feel warmer... The last thing she remembered was falling down into a snowbank...
She doesn't remember when she regained consciousness. She awoke beneath a heap of soft furs, underneath her was a soft bed of fine linens. The first thing she heard was ,"There my child, do not fret, for you are in a safe place. Go back to sleep and regain your strength."
Hours, or days, later, for she had lost track of time, she awoke and was able to take in her surroundings -- a chamber, hewn out of solid rock, and appointed with plush furnishings, she was laying in a finely adorned bed. A closed door led out of the room. She heard footsteps, and the door opened, an older man, an elf, walked in. She immediately noticed the silver hair and skin, and the fine silk robes that he wore.
"My child, my name is N'al Loranthanxx, and I have watched you for some time. I was impressed with your spirit and tenacious pursuit of finding me. For your thoughtsand instincts were correct, a small portion of my blood runs through your veins. I am glad that you chose to seek me out, for I have forseen that you will be needed by good dragonfolk in a battle against our evil brothers."
Virashil spent many months in the confines of N'al Loranthanxx's lair, atop the snowy peaks, learning about her heritage, and developing her powers. She was even taught how to breath ice! (draconic breath feat)
At the end of her stay, N'al Loranthanxx called her to him, still in his human form, and told her that she had to set out on her own -- but to always remember that she was destined to help out her fellow dragonkind in their time of need -- that she would know what that was when it appeared. In the mean time, however, she was to further develop her powers as a sorceress.
She left, with great remorse, and set out to find her destiny. She changed her name to include N'al, to honor her distance draconic relative. She caught on with an adventuring band of similar ideals and temperment, and have been travelling with them until the present day.....
Modus Operandi: Blaster, ranged support. Uses invisibility and mirror image to protect herself while she hammers foes with magic missile or groups with her icy breath.
Note: I too, played the first encounter or two with Evo and Rhun -- loved the PC so much that I wanted to give it a shot once again. As a poster, I like to think that I have a good track record -- I currently run two PbP games, and participate in 3 others.
Last edited by s@squ@tch; Wednesday, 21st May, 2008 at 08:25 PM.
Characters I play
Games I DM
Novice (Lvl 1)
- Join Date
- Jan 2002
ø Ignore Arabesu
Name: Yorgan Stoutskull, aka Yorgan the bold, Yorgan of Hintershire, Yorgan of the Black Cork Guild.
Race: Beasthide shifter
Class: Wilder (using RofEb shifter wilder level subs)
Alignment: CN (with wide swings between acts of vile darkness, balanced by sincere magnanimity).
Religion: The Traveler. Although kept fairly secret.
Appearance: Tall and slender with copper skin, and brightly yellow serpentine eyes. Yorgan wears his long black hair tied tightly into a club at the nape of the neck. Tidy and fastidious, he dresses in the finest garments he can afford. He favors creamy white shirts and coal black overcoats and pants, with warmly yellow seed pearls sewn into the seams. He has an affinity for cold iron and darkwood in his personal items that seems to give these accouterments a fine richness of appearance.
Personality: He tends to stand somewhat straighter and taller than most shifters, with an uncharacteristically bold and strong force of personality. Yorgan sees most people as means to personal wealth and power. Mistreated as a child, he displays a vengeful spirit toward those who would wrong children of any race. On occasion he has volunteered his time and resources in their aid and has been known to donate large sums of silver to orphanages and charities. He cares little for societal rules, but from time to time feels great pity and guilt regarding those whom he slays with the powers of his mind. Thus he expresses his remorse by helping those in need, especially children. Yorgan would probably make a good leader, but has not yet found a troupe within which he feels sufficiently comfortable to reveal his special gifts, and thus take charge.
Background: An orphan, Yorgan was raised by the Church of the Silver Flame. It is presumed that his parents were slain by the church, but they could not bring themselves to abandon the young shifter and fostered him with an eye toward bringing him over to their side. This might have worked if cruel zealots within the church, racially intollerant of shifters, hadn't abused and mistreated him. As a result, he ran away from his foster family and set off on his own.
Working as a waiter and cook in a fine restaurant in __(tbd? somewhere in Aundair I suppose)___, he discovered he had a well developed nose and a knack for serving and making wines. Plagued by fierce headaches, he was forced to miss work with disturbing frequency, thus assuring that he would only ever become a second rate sommelier.
Once, while cleaning up, he was accosted by toughs behind his place of employment. Searching out with his mind he released the tension growing within his temples as a violent thrust of psychic energy. Shocked and disturbed, he witnessed in horror as the young cutpurses' heads exploded! Disgusted and wary that he would be somehow imprisoned and inquisited for the deaths of the thieves, he fled his rather boring life to pursue a life of travel and adventure, eventually settling in __(tbd?_Big_City_such_as_Waterdeep_or_Sharn)___. He closely guards the secret of his psychic power for fear that they will bring too much attention to past wickedness.
Modus Operandi: Uses Thicken Skin and Dangersense to prepare himself outside of combat and improve his chances of survival. Thanks to powerstones of empathic transfer, he can share some of the burden of healing his comrades. When threatened in public, he typically will fire his crossbow or point a wand and manifest Energy Push, which most people interpret as some form of evocation or orb spell cast from the wand. However, when out of the public eye and strongly threatened, he either lashes out with a devastating Mind Thrust or conjures forth a creature of ectoplasm to defend him and smite his enemies (expanded knowledge: Astral Construct). In addition, he often uses his skill at Use Magic Device (taken cross class) to emulate the tactics of other spellcasters and to allay suspicions of his true psychic nature. A cunning liar, he also has gifts for spying and social interactions.
Last edited by Arabesu; Thursday, 22nd May, 2008 at 02:27 AM.
My story hour.
Lama (Lvl 13)
- Join Date
- Feb 2005
- Salt Lake City, Utah
ø Ignore Rhun
And to join Virashil, is her previous adventuring companion: Duroin Slatefist...
In most ways, Duroin looks the typical dwarf: stout and solidly built, strong of arm and broad of chest. Still, at 4 1/2' in hieght, he is a bit taller and leaner than the norm, and possessed of agility unusual in the race. His typical craggy features are mostly hidden behind a bushy white beard and thick, long mustache, and his clean shaven head is not apparent beneath the horned helm that he always seems to wear. He dresses simply, preferring function and comfort to style.
Duroin hails from Veilstone, a dwarven mining town hidden deep within the Barrier Peaks. The dwarves there are stout folk, braving the many perils of the mountains to mine the rich veins ot precious metals and gemstone. A hard-working community of veteran miners and stalwart warrior, everyone was expected to pull their weight around Veilstone.
Even from a young age, though, Duroin showed little interest in mining. Fortunately, he showed enough martial skill to find his place among the ranks of the town's defenders. Still, he would often be caught in places in shouldn't be, or playing at bones and cards while on duty. It was determined that Duroin was too impulsive and too easily bored to remain within the guard, and the dwarves decided that he should leave the enclave and seek his fortune out in the world. Not a banishment, per se, Duroin was expected to travel the world and overcome his adventurous streak before returning home.
Unusually good-natured and helpful, Duroin left his home and travelled throughout the nearby lands, lending a hand where he could, and making bold discoveries and fortuous finds. Eventually, he found himself part of a cohort of adventurers of similar mind, and has felt more at home since joining their group than at any time before.
Duroin is a talkative, boisterous soul, always cheerful and friendly. He is unusually optimistic for one of his folk, and eager to lend a hand to those in need. Still, he has an annoying tendency to tell pointless and exaggerated stories, sometimes annoying his companions. He enjoys games of chance, and has made it a goal to sample the local brew of every town and city he comes to.
Duroin is a flanking sneak-attacker, though he is also more than capable in a straight up fight as well. He is more of a skill rogue than a social rogue, and can function adequately as scout, as well as other necessary jobs such as opening locks and finding traps.
Neutral Good Dwarf Male
Rogue 4/Fighter 2
Str 14 (+2) (6 points)
Dex 17 (+3) (10 points, +1 level increase)
Con 16 (+3) (6 points, +2 racial)
Int 14 (+2) (6 points)
Wis 10 (+0) (2 points)
Cha 10 (+0) (4 points, -2 racial)
Also, I know I'm late...but here is my swordsage proposition:
Male Elf Rogue 2/ Swordsage 4
Avaxasir is an unusual elf; he does not display the typical haughty and arrogant demeaner. Indeed, Avaxasir, or "Zazz" as he often introduces himself, prefers the company of non-elves. Zazz enjoys his freedom, and likes fighting, womanizing, and drinking, all of which he is fairly competent at. He likes to joke, and seems to always have a sarcastic comment on hand for most situations. He is quite garrulous, able to talk his companions' ears off, and seeming always to have a story to tell about this or that. Still, he has a dark, mysterious side to him, and this tends to make some people nervous in his presence.
Avaxasir's father, Camthalion, was part of a strange cult among the elfs of the Wytchwood Forest, a follower of the Way of the Blade in the Dark. Their beliefs were quite different from those of most elves, and initiates were well versed in stealth, in the art of striking from the shadows. While not exactly assassins, per se, they knew the value of cutting the head from the snake to kill the body. And the easiest way to cut the head from the snake was to catch it by surprise. The sect would target the leaders of any and all who they decided were enemies of the elves, slaying them in secret.
Camthalion trained his son in the basics of these arts, and when Avaxasir reached adulthood, he was offered membership in the sect. It wasn't long after that, though, the the elf lords found out about some of the acts that the Blades had committed, and decided that their goals and methods were not in line with those of their own. The Blades was disbanded by order of the elf lords, and its members chased from the elven woods.
Disappointed, but always eager for a challenge and new adventure, Avaxasir made his way to the big city. And soon enough, he found that city life agreed with him. There were goods to be stolen, and valuables to be filched.
Last edited by Rhun; Wednesday, 21st May, 2008 at 09:13 PM.
For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC
Updated OP re:flaws
Superhero (Lvl 15)
Changeling Transmutator/Illusionist (work in progress)
Warforged Dread Necromancer (work in progress)
I'll be giving each player one of the +2/+2 feats from the srd (i.e. stealthy) as long as they have some skill points in it. Starting gold will be standard, 13,000gp no more than 1/2 on an item (expection is a +2 weapon).
Up to 2 flaws will be allowed from UA, Traits are also allowed.
Last edited by Walking Dad; Monday, 12th May, 2008 at 10:42 PM.
Acolyte (Lvl 2)
Are you accepting applications for characters?See that I have a bit of time... Hm.
Let me see if I can come up with something interesting.
Acolyte (Lvl 2)
Quick question: I take it we're not playing Eberron, but the eberron books are available, no? The first character is "lightly flavored" with eberron. The second most certainly isn't.
Halfling Sorcerer Dinorider
And something a bit weirderHaving read the first post again this obviously wouldn't fly. Maybe changeling? That'd fit the same sort of theme. Could be interesting to have two in the party.
Changleling (?) Archivist (wannabe ur-priest)
renau1g: Please give me your unalloyed opinion. If you think the ideas aren't cool (AKA are cheesy BS) just let me know and I'll try to roll up something a bit more "core". This is just what popped into my head.
Last edited by Graf; Tuesday, 13th May, 2008 at 09:03 AM.
Cutpurse (Lvl 5)
- Join Date
- Nov 2006
- Midland, MI
ø Ignore EvolutionKB
Name: Hurrow the packleader
Race: Dreamsight Shifter
Class: Druid(shapeshifter variant PHBII)
Religion: Animal sprits/Balinor
Appearance: Hurrow's skin is weathered and his hair is long and dark, braided in places. His forearms are heavily tattoed. He is relatively tall and thin for a shifter and is heavily muscled but his icey blue eyes show a keen awareness of everything around him.
Personality: Hurrow's personality is that of the packleader. Leader, by strength and wisdom. He will shout battle tactics to comrades when is his normal form. He is not educated in formal manners and not a people person, so others are best speaking for him. Hurrow has a place in his heart for the young shifters he rescued and would do anything for them. He sees his party members as part of his pack as well, and will defend them at all costs.
Background: When Hurrow was younger he predicted a great storm would ravage the plains where his tribe lived. The elders scoffed at Hurrow's prediction, and when Hurrow pressed the issue, the elders told him to leave then. Hurrow left, and within half a week a storm was brewing.
Twisters ravaged the plains, driving away game, and killing most of Hurrow's tribe. Hurrow returned after the skies were clear and found a few children that had survived the storm. The children looked up to Hurrow. They called him their packleader, both from his uncanny ability to summon creatures to aid them, and because he was their elder and their leader.
Hurrow took the children to a nearby town and helped them start a new life. Every once in a while though he will return to town and share stories with them or bring them gifts.
Modus Operandi: Secondary melee thanks to predator form. Can be a good scout with aerial form(takes this form while in wilderness). Primary caster: battlefield control and summoning/Secodary blaster/Secondary healer(use wands and vigor spells)
Graf - I like the halfling battle sorceror idea, lightly armored sprintly around the battlefield, counters the little one's slow speed. (and it's dungeon-friendly ) BTW you're right about not being Eberron, but I like how halflings are done there.
As for the second idea, it could work, it just needs more fleshing out. I like that they're a little off
S@S - what books are the draconic feats from?
Updating OP with current applicants.
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