This will be my first game on enworld in a couple years. I'll be running the pretty well known published module Red Hand of Doom. I've run it once at my tabletop game all the way from beginning to end with a 2 player party of Gestalts. I've ran a dozen odd PbP games on these boards in the past.
I'm going to leave recruitment open for 2 days, then pick through the players that have applied. My goal is 6 5th level pcs. I would appreciate it if the characters are somewhat standard, and without too much overlap between 'roles' in the party if possible.
My ideal pace is somewhat slow, only updating once every day or so. I generally make use of graphical tools a lot for my pbp games. Also there are a couple house-rules that I may need to point out.
Players that have been through the module before, or DMs that have run the module before should be fine for my game.
Last edited by Creamsteak; 26th September 2007 at 07:41 PM..
Adventure Background and Setting
Straight out of the book. Some of it appended to keep secrets for anyone that hasn't actually seen the module.
For centuries, the dry and dusty Wyrmsmoke Mountains have been home to dozens of goblinoid tribes. Travelers skirted the goblin-infested hills by a generous margin, but the Wyrmsmoke tribes posed no significant threat to the nearby human townlands and settlements other than the occational bloody raid. Yet deep within the mountains lay hidden something that would spell doom.
The setting of the adventure is a thinly populated human frontier known as Elsir Vale and the surrounding wilderlands. The vale stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale's borders.
The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands that lie northwest across the Endless Plains with the exotic kingdoms and goods of the coastal lands lying to the southeast. Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thouasand years ago. While the dwarves are long gone, their roads, bridges, and cisterns remain in use to this day. After the dwarf-realm passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years-only scattered settlements of druidic folk who left behind little more than grassy barrows and stone circles on the hilltops.
About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants. Under the Kingdom's shield, the towns along the Dawn Way-Brindol, Talar, Terrelton, and the rest-grew up from tiny hamlets or lonely soldiers' posts to flourishing human settlements.
The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost two-hundred years ago, the city of Rhest was burned by a savage horde out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed many of the goblins and their kind, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair and the Blackfens swallowed the ruined city.
In the years sincet he Kingdom's fall, the towns of Elsir Vale have come to look after themselves. Most of the local lords, such as Jarmaath of Brindol, still hold titles derived from the old kingdom of Rhestilor. While everybody knows that the kings of Rhestilor are long dead, no new realm has arisen in the vale.
This adventure is being ran "out of the box" without being tied to the Forgotten Realms, Greyhawk, Eberron, or any other published setting. Deities will be stolen from Greyhawk for most of the setting, however also expect to see some other pantheons even from different settings popping in.
Last edited by Creamsteak; 3rd September 2007 at 03:17 AM..
Aasimar as Characters
• Planetouched Subtype: Aasimar are humanoids with the Planetouched Subtype.
• +2 Wisdom, +2 Charisma.
• Medium size.
• An aasimar’s base land speed is 30 feet.
• +2 racial bonus on Spot and Listen checks.
• Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
• Favored Class: Paladin.
Goliath
Goliaths as Characters
• +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
• Medium Size.
• Goliath base land speed is 30 feet.
• Monstrous Humanoid: As monstrous humanoids, goliath are proficient with all simple weapons, but they have no proficiency with any armor or shield.
• Powerful Build: The physical stature of goliath lets them function in many ways as if they were one size category larger.
• Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him.
• A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Mountain Movement: Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing without taking the -5 penalty on the Climb check.
• Acclimated: Goliaths are automatically acclimated to life at high altitude.
• +2 racial bonus on Sense Motive checks.
• Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran.
• Favored Class: Barbarian.
Tiefling
Tieflings as Characters
• Planetouched Subtype: Tieflings are humanoids with the Planetouched Subtype.
• +2 Dexterity, +2 Intelligence.
• Medium size.
• A tiefling’s base land speed is 30 feet.
• +2 racial bonus on Bluff and Hide checks.
• Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
• Favored Class: Rogue.
Barbarians gain Diehard as a bonus feat at 1st level even if he does not have the normal prerequisites for that feat. In addition, a barbarian's death threshold increases by 1 per barbarian level. (Ex: A 5th level barbarian would die at -15.)
Clerics
Clerics lose their ability to spontaneously cast cure/cause wounds spells and their bonus domain spells per day. Instead, Clerics can spontaneously cast spells from their domains. All Clerics of good deities can select the Healing domain. All Clerics of evil deities can select the Destruction domain.
Druid
Unaltered.
Fighter
Fighters of 6th level and higher can change their favored weapon as a full round action. This means that a fighters weapon focus, improved critical, weapon specialization, and similar feats can all be changed in one full round action.
Paladin
Unaltered.
Ranger
Rangers of 6th level and higher can switch their combat styles as a full round action.
Rogue
Rogues can trade their sneak attack for fighter bonus feats at levels other than 1st.
Spellthief
Unaltered.
Swordsage
Unaltered.
Warlock
Unaltered.
Wizard
Wizards use a d6 hit die instead of a d4.
Skills
All classes recieve more skill points.
(2 + int modifier) becomes (4 + int modifier)
(4 + int modifier) becomes (6 + int modifier)
(6 + int modifier) becomes (8 + int modifier)
(8 + int modifier) becomes (10 + int modifier)
Feats
All non-core feats are by approval.
Dodge just gives a +1 dodge bonus to AC.
Item creation feats are prohibited. Item creation is allowed regardless of feats, and it does not cost additional experience. The primary limiter during this game is time.
Prestige Classes
All prestige classes including those in the core books are by approval.
Wealth
All characters start with 9000 gold worth of equipment. Non-core items will need approval.
I'd like to play a favoured soul of Kord, if you are allowing Complete Divine(if not, cleric). Still not certain on race, but I have a few questions about this game before I commit to it.
1. What books are allowed and what is the starting gold?
2. Is this going to focus on roll or role?
3. Is this in Grayhawk or a different world?
1. Starting gold is up now in the char creation post. The "books" question is a bit vague. I intend to allow the classes and races detailed above, and any necessary feats/skills/spells/abilities that are required to make those classes work. I have a large collection but I may or may-not allow certain things on a case by case basis.
2. Because of the nature of the module, I think roll is going to be pretty important. However, that's not to say that it is the only focus.
3. Generic fantasy game #81939183. I have some interesting ideas for some elements, but I'm not subscribing to any particular campaign philosophy and I also wouldn't go so far as to call this a whole home-brew game.
Alright, I'm in if you'll have me. I'll play an aasimar cleric of Kord. I'd like the aproval of one feat from Complete Divine - Spontaneous Healer. It would allow me to swap out my prepared spells for cure spells.
I'd like to go for a dwarven barbarian, specialised in cave-fighting. Maybe belonging to one of the older clans that still lives deep inside the mountains? He'd be interested in exploring the old dwarven ruins, maybe dreaming of one day reclaiming them.
__________________ *Doghead* "You're an idiot, Dr Z."
Dwarven Barbarian
Aasimar Cleric of Kord
Tiefling Warlock
How the latter do are going to get along is going to be interesting! :-)
Anyway, I'm a long-time PbP player, although I've never played here on ENWorld before. I was thinking a straight-up human rogue to fill the other 'role' as it were. Two-weapon fighting-type, I think, perhaps with a few levels of fighter at some point. DM, does that sound all right?
I'd like to propose a human or halfling swordsage, focused mainly on Shadow Hand with some dabbling in other disciplines, who might multiclass into Rogue, Fighter, or Wizard, I'm not sure yet..... Alternately a dwarven swordsage focused on Stone Dragon and Setting Sun.
I know at least most of the handful of maneuvers/etc. that should generally be avoided; I'd just love the chance to try a swordsage.
DMing the PbPs: (FR 3.5) A Hard Time in HarrowdaleOOC , IC , IC 2 , RG
and (3.x/d20) The FirstOOC , IC DMing on OpenRPG: D&D 3.5 - T13K Fall of the 14th Kingdom, T13K For More Than Glory, SR3 - Welcome to Seattle, Chummers Playing: (PbP) Alaric the Alchemist, Cade the rogue, Grackle "Grubeater" Granitetop, Kerrix Malzan, Lars Crichton, Liiros Tivaniel, Vardok Stonekennel, Warren the halfling, (OpenRPG) Kaleverithis, Oobla Fat Cheeks
*EN World's Eyros Creative Exercise and Rules/Crunch of Eyros
*My Rhunaria D&D setting, prestige classes, feats, etc. *Favorite links
(Rhunaria and Links temporarily offline now)
*My Aurelia D&D thread on EN World, setting and rules; new and
revised 3e races, classes, variants, PrCs, feats, spells, etc.
Actually, now that I'm thinking about it a little more, it'll be quite fun to play a druid. I haven't played one of those in a while. I think it depends on what we need most as a group.
I would also like to sign on for this, although I have recently finished the 4th chapter of the adventure with my face-to-face group. I tend to be pretty good at avoiding ooc knowledge creeping into my play, however, so I hope you'll let me take another stab at the campaign.
As for a character concept, I am most interested in playing a human swordsage of the Tiger Claw discipline. I have him mostly worked up in my mind already (dual-wielding kukri and using Blood in the Water as his standard stance.) As Arkhandus has already put in for a swordsage, that probably puts us in competition, or makes for an unusual group dynamic.
With that in mind, I could alternatively play a high elven wizard. I'll work on both unless you want me to focus on one or the other, Creamsteak.
I am a young soldier from Brindol. As a child, I was always fascinated by the tales of old Rhestilor my uncle would tell us around the hearth, and I wanted to one day join the Army of Brindol to help restore the glory of the fallen kingdom.
However, basic training was a rude awakening, and I came to realize that our leaders were more interested in securing their own petty fortunes than in taming the land. When I was assigned to guard Brindol's foodstores--largely to keep hungry citizens from trying to pilfer a bite to eat here and there--my disillusionment threatened to squash my nationalistic spirit.
To avoid a growing cynicism, I decided to set out with a group of adventurers I recently met while drowning my sorrows at one of Brindol's drinking establishments. Certainly this is a better way than guarding foodstores to experience the glories of old Rhestilor. But it means going AWOL, and now I can't return to Brindol as anything less than a hero.
All doubts vanished once I hit the open road with my new friends. The air is cool and fresh, the sun is shining, and birds swoop in the air overhead. Though, to tell the truth, that forest up ahead does look unnaturally dark...
I have not played or read the Red Hand of Doom, so I would be happy to change any details of the above to fit with the setting. BTW, this character would be a male human fighter.
Edit: To account for the fact that we would be starting at 5th level, my mysterious old "uncle" was himself a grizzled old veteran who, seeing my fascination with his tales of old Rhestilor, took it upon himself to train me rigorously in my early teen years. Because of this, I entered the Army already more skilled than my peers and became a quick study during basic training. Although my superiors recognized my advanced skills, I didn't come from one of the "right" families in town, so I was relegated to guarding the foodstores.
Of course, what my "uncle's" real history and motivations are is up to the DM.
Last edited by Vigwyn the Unruly; 3rd September 2007 at 06:38 PM..
Reason: added some more detail
So, I just spent an hour foodshopping, and in that time I have come to truly embrace the elven wizard concept. I will add crunch and fluff to this post as I add to my concept, but here it is so far.
Larian grew up in a high elf forest village, which had lost a large portion of its population during an orc invasion of a neighboring human country shortly before his birth. As a result of this tragedy, the elders of his village cut off all ties with the outside world, prefering to live in the peace of their forest. Larian was never truly satisfied with the isolationism of his elven community. He studied the history of conflict enough to know that evil armies attacked anyone in their way, not just those who allied themselves with each other.
Larian studied magic and, when he had reached a reasonable level of training, left the elven forests to journey into the human lands to the West. He hoped to learn more of the humans and their allies, the better to utilize their strengths when future conflicts arose. He quickly met a diverse group of adventurers and joined their ranks. together they travelled and grew in ability by facing a number of challenges. Larian learned to respect and value each member of the party, and came to understand that these short-lived races have strengths that rival those of the elves. He even became convinced that they would be worth admiring if they weren't so short-sighted.
Obviously, Larian is a bit haughty in regards to all non-elves. He is likely to be a bit patronizing in certain circumstances, but willing to see and acknowledge strengths. I see him as a wizard focused more on subtlety and outsmarting/outmaneuvering opponents than on flashy explosions (although he'll use those once in a while, too.)
One or two quick questions about the rules changes mentioned earlier. As I read it, I can create any items that I have the requirements for (caster level and spells known), without paying xp. Does this mean that for any items (scrolls, wands, etc.) that I have the ability to create that I can buy them for 1/2 price with my starting gold?
Secondly, you mention feats and equipment outside core needing approval, what about spells?
Oops, I found another one. Since item creation feats are gone, are their any other options with the wizard bonus feats? Spell focus, spell penetration, etc.?
Last edited by Redclaw; 3rd September 2007 at 06:32 PM..
I'd like to go for a dwarven barbarian, specialised in cave-fighting. Maybe belonging to one of the older clans that still lives deep inside the mountains? He'd be interested in exploring the old dwarven ruins, maybe dreaming of one day reclaiming them.
Dwarven Barbarian
Aasimar Cleric of Kord
Tiefling Warlock
How the latter do are going to get along is going to be interesting! :-)
Anyway, I'm a long-time PbP player, although I've never played here on ENWorld before. I was thinking a straight-up human rogue to fill the other 'role' as it were. Two-weapon fighting-type, I think, perhaps with a few levels of fighter at some point. DM, does that sound all right?
Pinotage
No problem.
Quote:
Originally Posted by Pinotage
Actually, now that I'm thinking about it a little more, it'll be quite fun to play a druid. I haven't played one of those in a while. I think it depends on what we need most as a group.
Pinotage
Also fine. I may be using an alternate rule for the druid that I'm not certain of yet. I'm considering taking away a druids nature sense at first level and instead giving them favored environments ala unearthed arcanna. Does that seem interesting at all?
I would also like to sign on for this, although I have recently finished the 4th chapter of the adventure with my face-to-face group. I tend to be pretty good at avoiding ooc knowledge creeping into my play, however, so I hope you'll let me take another stab at the campaign.
As for a character concept, I am most interested in playing a human swordsage of the Tiger Claw discipline. I have him mostly worked up in my mind already (dual-wielding kukri and using Blood in the Water as his standard stance.) As Arkhandus has already put in for a swordsage, that probably puts us in competition, or makes for an unusual group dynamic.
With that in mind, I could alternatively play a high elven wizard. I'll work on both unless you want me to focus on one or the other, Creamsteak.
That's fine.
Quote:
Originally Posted by Redclaw
So, I just spent an hour foodshopping, and in that time I have come to truly embrace the elven wizard concept. I will add crunch and fluff to this post as I add to my concept, but here it is so far.
Larian grew up in a high elf forest village, which had lost a large portion of its population during an orc invasion of a neighboring human country shortly before his birth. As a result of this tragedy, the elders of his village cut off all ties with the outside world, prefering to live in the peace of their forest. Larian was never truly satisfied with the isolationism of his elven community. He studied the history of conflict enough to know that evil armies attacked anyone in their way, not just those who allied themselves with each other.
Larian studied magic and, when he had reached a reasonable level of training, left the elven forests to journey into the human lands to the West. He hoped to learn more of the humans and their allies, the better to utilize their strengths when future conflicts arose. He quickly met a diverse group of adventurers and joined their ranks. together they travelled and grew in ability by facing a number of challenges. Larian learned to respect and value each member of the party, and came to understand that these short-lived races have strengths that rival those of the elves. He even became convinced that they would be worth admiring if they weren't so short-sighted.
Obviously, Larian is a bit haughty in regards to all non-elves. He is likely to be a bit patronizing in certain circumstances, but willing to see and acknowledge strengths. I see him as a wizard focused more on subtlety and outsmarting/outmaneuvering opponents than on flashy explosions (although he'll use those once in a while, too.)
Seems right in line with everything.
Quote:
One or two quick questions about the rules changes mentioned earlier. As I read it, I can create any items that I have the requirements for (caster level and spells known), without paying xp. Does this mean that for any items (scrolls, wands, etc.) that I have the ability to create that I can buy them for 1/2 price with my starting gold?
You can craft your own gear, scribe your own scrolls, or brew your own potions. But for starting treasure you still pay full price. I prefer to think of the starting gold as "how much wealth worth of gear does this character have" rather than as how much gold was spent. So the fighter/blacksmith could have crafted his own sword, but for starting gear it counts towards full price.
Quote:
Secondly, you mention feats and equipment outside core needing approval, what about spells?
Non-core spells need approval.
Quote:
Oops, I found another one. Since item creation feats are gone, are their any other options with the wizard bonus feats? Spell focus, spell penetration, etc.?
Yes, spell focus/penetration would be fine replacements.