airwalkrr
Adventurer
The arcane caster slot has been filled.
Now that I'm back, and EN World seems to be a bit more stable, I am having fun getting involved in PBP again. I would like to try to get a group back together for the wonderful adventure that is Maure Castle. Things are going to be a bit simpler this time for character creation (no silly paladins riding worms).
Sources
I'm going to limit players to the Player's Handbook, Player's Handbook 2, and the Dungeon Master's Guide (items and prestige classes only, except red wizard).
Classes
You may also select the cavalier (CW) or thief-acrobat (CAd) prestige classes. Some racial restrictions will apply to keep this Greyhawky and old-school flavored. I'm not sure about allowing dragon shamans; pitch me an idea if you want it and I will say yea or nay. No builds that require an XP penalty allowed.
Players
Former players in this game (which barely even got started) will be given priority. Voda Vosa and Thanee were the only two I remember for certain. Maximum of four characters allowed and I will be selective based on party balance; this mega adventure requires party balance. No standbys. Re-recruiting will be done as needed.
Stats
Characters can be built by 32 point buy or standard rolling method (4d6, drop lowest, arrange as desired, net modifiers +1 or higher, highest score must be higher than 13). Once you have committed to rolling, you have to keep your rolls; you may not decide you don't like your rolls and choose 32 point buy instead. If you choose to roll, use EN World's online roller. If you need to scrap and reroll because of not qualifying, reroll in a new post.
Level and Equipment
Character starting level is 12 and characters may go into XP debt for crafting. No items worth more than 1/3 starting gold allowed and charged items must start with max charges. No original items or spells allowed although some of this may be allowed during play. Characters use the fixed hp variant (max HD + Con modifier at 1st, half HD + Con modifier each level after 1st).
Variants/House Rules
Softer Critical Hits: Reduce the threat range of weapons by 1. If a weapon has a threat range of 20, reduce the multiplier by 1. This means a 20/x2 weapon can not crit.
Weapon Groups: Seen here. Exotic groups still cost a feat. Beguiler as rogue. Dragon shaman as sorcerer (if allowed). Duskblade as paladin. Knight as paladin.
Death and Dying: Seen here. Makes combat a little less lethal.
Skills: Add 2 base skill points per level to all classes with base 2 or base 4.[sblock=Condensed Knowledge skills]I will use a variant that condenses Knowledge skills a bit.
-Knowledge (arcana) includes Knowledge (the planes) relating to elementals, elemental planes, the astral plane, ethereal plane, and plane of shadow
-Knowledge (dungeoneering) includes Knowledge (architecture and engineering)
-Knowledge (local) includes Knowledge (history) and Knowledge (nobility and royalty)
-Knowledge (nature) includes Knowledge (geography)
-Knowledge (religion) includes Knowledge (the planes) relating to outsiders and the outer planes[/sblock]Sacred Healing/Turn Undead: Clerics may choose to swap the ability to turn undead for the Sacred Healing feat (PH2), using their turn undead uses per day for Sacred Healing instead.
Death: The raise dead, resurrection, and reincarnate spells only cause XP loss, no actual level loss. The same goes with permanent level-drain effects (temporary level drain works normally).
Only exceptions I might allow are on racial restrictions (see below). No other exceptions allowed, so don't ask.
I've done a lot of prep work for running this campaign for pbp already. Maps and tokens made, attachable art, the whole nine yards. So it should be a lot of fun.
[sblock=Racial Restrictions]Barbarian: Half-Orc, Human
Bard: Half-Elf, Human
Cleric: Any
Druid: Elf, Half-Elf, Halfling, Human
Fighter: Any
Monk: Human only
Paladin: Half-Elf, Human
Ranger: Elf, Half-Elf, Human
Rogue: Any
Sorcerer: Any
Wizard: Elf, Half-Elf, Human
Beguiler: Gnome, Human
Dragon Shaman: Human only (maybe)
Duskblade: Elf, Half-Elf
Knight: Elf, Half-Elf, Human
Note: This list is largely based on the 1st edition racial restrictions from Unearthed Arcana and might be pliable if you know your 'hawk and can give me a reasonable cause for an exception. But anyone can be a cleric, fighter, rogue, or sorcerer so all races have a shot at each classical party role.[/sblock][sblock=Disclaimer]This is an old-school dungeon crawl and I am an old-school DM. Even with softer critical hits and death and dying variants the possibility of character death is very real. If it happens to you, I expect you to take it like a man (or a woman), and deal with the consequences. If you lose a magic item, I expect you to behave in a similar manner. There's always more XP and more loot to be found.[/sblock]
Airwalkrr's Maure Castle RG
Airwalkrr's Maure Castle IC Chapter 1: The Great Hall
Now that I'm back, and EN World seems to be a bit more stable, I am having fun getting involved in PBP again. I would like to try to get a group back together for the wonderful adventure that is Maure Castle. Things are going to be a bit simpler this time for character creation (no silly paladins riding worms).
Sources
I'm going to limit players to the Player's Handbook, Player's Handbook 2, and the Dungeon Master's Guide (items and prestige classes only, except red wizard).
Classes
You may also select the cavalier (CW) or thief-acrobat (CAd) prestige classes. Some racial restrictions will apply to keep this Greyhawky and old-school flavored. I'm not sure about allowing dragon shamans; pitch me an idea if you want it and I will say yea or nay. No builds that require an XP penalty allowed.
Players
Former players in this game (which barely even got started) will be given priority. Voda Vosa and Thanee were the only two I remember for certain. Maximum of four characters allowed and I will be selective based on party balance; this mega adventure requires party balance. No standbys. Re-recruiting will be done as needed.
Stats
Characters can be built by 32 point buy or standard rolling method (4d6, drop lowest, arrange as desired, net modifiers +1 or higher, highest score must be higher than 13). Once you have committed to rolling, you have to keep your rolls; you may not decide you don't like your rolls and choose 32 point buy instead. If you choose to roll, use EN World's online roller. If you need to scrap and reroll because of not qualifying, reroll in a new post.
Level and Equipment
Character starting level is 12 and characters may go into XP debt for crafting. No items worth more than 1/3 starting gold allowed and charged items must start with max charges. No original items or spells allowed although some of this may be allowed during play. Characters use the fixed hp variant (max HD + Con modifier at 1st, half HD + Con modifier each level after 1st).
Variants/House Rules
Softer Critical Hits: Reduce the threat range of weapons by 1. If a weapon has a threat range of 20, reduce the multiplier by 1. This means a 20/x2 weapon can not crit.
Weapon Groups: Seen here. Exotic groups still cost a feat. Beguiler as rogue. Dragon shaman as sorcerer (if allowed). Duskblade as paladin. Knight as paladin.
Death and Dying: Seen here. Makes combat a little less lethal.
Skills: Add 2 base skill points per level to all classes with base 2 or base 4.[sblock=Condensed Knowledge skills]I will use a variant that condenses Knowledge skills a bit.
-Knowledge (arcana) includes Knowledge (the planes) relating to elementals, elemental planes, the astral plane, ethereal plane, and plane of shadow
-Knowledge (dungeoneering) includes Knowledge (architecture and engineering)
-Knowledge (local) includes Knowledge (history) and Knowledge (nobility and royalty)
-Knowledge (nature) includes Knowledge (geography)
-Knowledge (religion) includes Knowledge (the planes) relating to outsiders and the outer planes[/sblock]Sacred Healing/Turn Undead: Clerics may choose to swap the ability to turn undead for the Sacred Healing feat (PH2), using their turn undead uses per day for Sacred Healing instead.
Death: The raise dead, resurrection, and reincarnate spells only cause XP loss, no actual level loss. The same goes with permanent level-drain effects (temporary level drain works normally).
Only exceptions I might allow are on racial restrictions (see below). No other exceptions allowed, so don't ask.
I've done a lot of prep work for running this campaign for pbp already. Maps and tokens made, attachable art, the whole nine yards. So it should be a lot of fun.
[sblock=Racial Restrictions]Barbarian: Half-Orc, Human
Bard: Half-Elf, Human
Cleric: Any
Druid: Elf, Half-Elf, Halfling, Human
Fighter: Any
Monk: Human only
Paladin: Half-Elf, Human
Ranger: Elf, Half-Elf, Human
Rogue: Any
Sorcerer: Any
Wizard: Elf, Half-Elf, Human
Beguiler: Gnome, Human
Dragon Shaman: Human only (maybe)
Duskblade: Elf, Half-Elf
Knight: Elf, Half-Elf, Human
Note: This list is largely based on the 1st edition racial restrictions from Unearthed Arcana and might be pliable if you know your 'hawk and can give me a reasonable cause for an exception. But anyone can be a cleric, fighter, rogue, or sorcerer so all races have a shot at each classical party role.[/sblock][sblock=Disclaimer]This is an old-school dungeon crawl and I am an old-school DM. Even with softer critical hits and death and dying variants the possibility of character death is very real. If it happens to you, I expect you to take it like a man (or a woman), and deal with the consequences. If you lose a magic item, I expect you to behave in a similar manner. There's always more XP and more loot to be found.[/sblock]
Airwalkrr's Maure Castle RG
Airwalkrr's Maure Castle IC Chapter 1: The Great Hall
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