Dragonwriter
First Post
EDIT: Recruiting closed.
After trying my hand at Play by Post and liking it, I’ve decided to DM a game. The system will be 3.5 with between 4 and 6 players, but the game itself will be somewhat unorthodox, due to my inspiration… More on that later…
I’ve created a simple world for this game to take place in (don’t worry about the details) that will justify using most any race/class combo.
[sblock=Character Generation![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
36 point-buy for stats. Start at 3rd level (3,000 XP), with 2,700 GP (cannot spend more than 1,500 GP on a single item). If you select a race with LA, it will count as extra character levels (ex: an Aasimar character will be 2nd-level, but with 3,000 XP and will gain their next class level at 6,000 XP, but will always be 1 class level behind everyone else). If you want to do item crafting before joining play, subtract it from your starting 3,000 XP. Max HP for each level. Alignment is any non-evil.
Multi-classing and prestige classes must be justified in your background, or in the course of play (i.e. no taking a level of wizard next level without even looking at a spellbook). Please inform me if you plan on taking a prestige class so I can look it over and provide opportunities for you to interact with other members of that class.[/sblock]
As to actions, rolls and combats, I will allow you to make your own rolls on Invisible Castle (and I will post rolls for most enemy actions, except for certain skill checks and BBEG combat stuff). For combats, I will be attempting to simply use text-maps.
Also, I would like to keep the game moving at a relatively quick pace. At absolute slowest, I expect to be able to make two good-sized updates per week, and would ask for players that could keep to a similar pace.
Now, as to my inspiration… I was enjoying my music when I caught myself thinking about tweaking it into a D&D adventure. Strange, I know… But that’s me… There are so many songs that can give interesting NPCs and PC ideas, plus locations, monsters, battles… It’s everything you could ask for!
So, this basically boils down to me drawing inspiration from a bunch of different artists (sometimes a major character, an adventure, or even just a small nod) to make a fun, interesting campaign. So, if anyone is interested in joining in my musically-inspired insanity, please do!
(I will be naming the songs I was inspired by as the sections come up in play.)
Now, here’s my House Rules:
[sblock=House Rules (organized by Book) and Rulings]
[sblock=Player’s Handbook]
Fighters get a Bonus Feat every level.
Druids do not receive the ability to spontaneously cast Summon Nature’s Ally.
Sorcerers get Eschew Materials as a bonus feat at 1st level.[/sblock]
[sblock=Tome of Magic]
Shadowcasters use the class fixes proposed by the class designer, located here: http://www.enworld.org/forum/general-rpg-discussion/184955-shadowcaster-fixes-mouseferatu.html
The Shadow Time mystery lasts 3 rounds, according to the Errata for Tome of Magic.
Truenames are going to use a small tweak. When trying to name a creature, the Truespeak DC is equal to 15 + target’s CR + target’s CHA mod.[/sblock]
[sblock=Tome of Battle: Book of Nine Swords]
The Bloodstorm Blade PrC (Tome of Battle) counts as full Initiator levels for the purposes of determining maximum maneuver levels (as the other ToB PrCs), but does not give any extra maneuvers, maneuvers readied or stances.
The Mountain Tombstone Strike maneuver (Stone Dragon Strike, level 9) requires that you have 2 other Stone Dragon maneuvers in order to learn it.
The Inferno Blade maneuver (Desert Wind Boost, level 7) requires you to have 3 other Desert Wind maneuvers in order to learn it. [/sblock]
[sblock=Races of the Dragon]
The Dracolexi PrC’s Draconic Word “veschik” (replenish) can only be used once per target, per day (as in, if a Dracolexi uses the word to regain a level 7 spell, then casts the spell, he cannot use the word again on himself, but could use it on his Cleric buddy, as long as the Cleric hasn’t benefited from that word yet today). However, he can use the Draconic Words in his spells an unlimited number of times per day (but still only once per round).
Venerable (Old age category or older) Dragonwrought Kobolds cannot take Epic Feats. [/sblock]
[sblock=Magic of Incarnum]
The Strongheart Vest soulmeld cannot be used to fuel the Hellfire Blast of a Hellfire Warlock (PrC from FC2). (However, a soul bind to Naberius, of Tome of Magic, is legal.) [/sblock]
[sblock=Libris Mortis]
The Deathbound Domain will use the Errata’d version, only increasing the number of undead you can create at one time to three times your caster level (rather than twice your caster level).
The Master of Shrouds has a requirement of Knowledge (religion) 8 ranks, instead of 5. [/sblock]
[sblock=Player’s Handbook 2]
Dragon Shamans add Knowledge (arcana) as a class skill. [/sblock]
[sblock=Dragon Magic]
Eldritch Glaive is finesse-able.
Dragonfire Adepts cannot use Metabreath feats for their Breath Weapon Class Feature. (And if you try to use the Dragonborn race’s Breath Weapon, the Metabreath feat will only be usable with the racial breath weapon, not the class feature.) [/sblock]
[sblock=Complete Warrior]
Improved Toughness counts as Toughness for the purpose of meeting requirements/prerequisites.[/sblock]
[sblock=Additional Feats]
Practiced Invoker (General): Works the same as Practiced Spellcaster, but for Warlocks and Dragonfire Adepts, giving them a higher CL for their invocations and increasing their EB and Breath Weapon damage, respectively. [/sblock][/sblock]
[sblock=Available Books]
Player’s Handbook
Player’s Handbook 2
Complete Warrior
Complete Arcane
Planar Handbook
Races of the Dragon
Dragon Magic
Tome of Battle: The Book of Nine Swords
Tome of Magic
Magic of Incarnum
Stormwrack
Unearthed Arcana
Dungeon Master’s Guide
Monster Manual 1, 2 and 4
Draconomicon
Libris Mortis
Fiendish Codex 1 and 2
Fiend Folio
Exemplars of Evil
Elder Evils[/sblock]
[sblock=Ban List]
Frenzied Berserkers (Complete Warrior)
Samurai (Complete Warrior)
Wu Jen (Complete Arcane)
Racial Variants (from Unearthed Arcana)
Bloodlines (from Unearthed Arcana)
Celerity in all its incarnations (Player’s Handbook 2)
Harpoons (Stromwrack)
Anything I don’t have.[/sblock]
And, here’s some info on the setting:
[sblock=Setting Info]
The world is in a time of peace. The Republic of Karvath and the Sebran Empire have maintained a decent relationship for about thirty years now, after the brutal war they had been fighting for about three years. The Gorin Alliance managed to broker a deal between the two nations, so that Sebran would transplant some of their trees to Karvath and help care for them with knowledge and magic so that Karvath would be able to have the lumber resources they so wanted. In return, Karvath would assist Sebran with their superior knowledge of metals and learned magic.
However, peacetime breeds complacency and can lead to desperation… Since the wars ended, many people lost their jobs in their respective militaries and are now hungry for work, and are willing to ignore the more unscrupulous natures of certain jobs…
Each nation is also aware of the Northlands, a horribly inhospitable place, but seemingly inhabited. The few ships that get close or land there rarely return, but those that do are badly damaged and the survivors speak of large, violent and destructive people who stopped at nothing to destroy them. Ships have tried sailing around the land, but only find huge mountains jutting up out of the sea blocking them off from the land anyway, though they can glimpse massive glaciers past the mountains on especially clear days…
Gorin is modeled on the classic Medieval Europe and England setting. Sebran is more Celtic, with some Egyptian style in their two south-most cities. Karvath is Greco-Roman in style and culture, with a little Arabic style in their south-most city. The Northlands are unexplored and savage (no PCs can be from the Northlands).
Karvath is composed mostly of humans, with some dwarves living in the mountains to the north, and gnomes in the foothills below. Several nomadic halfling clans travel the roads and rivers between the cities also. There are some half-orcs as well as a presence of most other humanoids in the major cities. However, there are very few elves in Karvath. As far as classes go, Barbarians and Dragon Shamans are uncommon, while druids, totemists and rangers are rare in Karvath.
Sebran is a very integrated society, boasting large populations of humans, dwarves, gnomes and elves, with a few halfling clans in the nation as well. Half-orcs have a very small population in Sebran, due to the old wars between the orcs, dwarves, elves and humans decimating their numbers. The most southern city in Sebran has a good-sized enclave of Skarn as well. The people of Sebran are more in tune with nature, but care somewhat less about books and their teachings, so it is unusual to find wizards, warmages, shadowcasters or duskblades in the nation.
Gorin is a very accepting nation, while also trying to remain neutral in relation to other lands, which hasn’t worked very well so far. They try to accept each race and make a place for them in the way of things, and so there are groups of nearly every humanoid race in the nation, including a kobold tribe (mostly LN) that periodically moves and trades freely with the nearest cities. Due to the strange collection of races, many different traditions and schools have grown within Gorin, and so members of every class can be found somewhere in the land.
(I will be starting the game in one of the cities of Gorin. If some of you want to write in that your PCs have worked together, that is fine with me.)[/sblock]
If anyone has any questions, feel free to ask. I will also be adding the list of characters to this post as they are approved.
EDIT: Guess I ought to note the kind of music... I will be drawing primarily from classic rock (ranging from Jethro Tull to Led Zeppelin to... well, lots of stuff).
2nd EDIT: Added Complete Warrior to the HRs/Rulings.
Applied Players and Characters:
HolyMan …………Jasperian Sunsong, Male Human Bard
Jager0727 ………… Twi’Tar “Monkeyman” Alexa, Male Hadozee Rogue/Beguiler
Vertexx69 ………… Platinus, Male Dragonborn Goliath Ranger/Crusader
Theroc ………… Shavallah Touranisha, Female Duskling Totemist
Frozen Messiah ………… Major Tom Robinson, Male Hellbred Hexblade
OPEN SLOT
After trying my hand at Play by Post and liking it, I’ve decided to DM a game. The system will be 3.5 with between 4 and 6 players, but the game itself will be somewhat unorthodox, due to my inspiration… More on that later…
I’ve created a simple world for this game to take place in (don’t worry about the details) that will justify using most any race/class combo.
[sblock=Character Generation
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
36 point-buy for stats. Start at 3rd level (3,000 XP), with 2,700 GP (cannot spend more than 1,500 GP on a single item). If you select a race with LA, it will count as extra character levels (ex: an Aasimar character will be 2nd-level, but with 3,000 XP and will gain their next class level at 6,000 XP, but will always be 1 class level behind everyone else). If you want to do item crafting before joining play, subtract it from your starting 3,000 XP. Max HP for each level. Alignment is any non-evil.
Multi-classing and prestige classes must be justified in your background, or in the course of play (i.e. no taking a level of wizard next level without even looking at a spellbook). Please inform me if you plan on taking a prestige class so I can look it over and provide opportunities for you to interact with other members of that class.[/sblock]
As to actions, rolls and combats, I will allow you to make your own rolls on Invisible Castle (and I will post rolls for most enemy actions, except for certain skill checks and BBEG combat stuff). For combats, I will be attempting to simply use text-maps.
Also, I would like to keep the game moving at a relatively quick pace. At absolute slowest, I expect to be able to make two good-sized updates per week, and would ask for players that could keep to a similar pace.
Now, as to my inspiration… I was enjoying my music when I caught myself thinking about tweaking it into a D&D adventure. Strange, I know… But that’s me… There are so many songs that can give interesting NPCs and PC ideas, plus locations, monsters, battles… It’s everything you could ask for!

So, this basically boils down to me drawing inspiration from a bunch of different artists (sometimes a major character, an adventure, or even just a small nod) to make a fun, interesting campaign. So, if anyone is interested in joining in my musically-inspired insanity, please do!

(I will be naming the songs I was inspired by as the sections come up in play.)
Now, here’s my House Rules:
[sblock=House Rules (organized by Book) and Rulings]
[sblock=Player’s Handbook]
Fighters get a Bonus Feat every level.
Druids do not receive the ability to spontaneously cast Summon Nature’s Ally.
Sorcerers get Eschew Materials as a bonus feat at 1st level.[/sblock]
[sblock=Tome of Magic]
Shadowcasters use the class fixes proposed by the class designer, located here: http://www.enworld.org/forum/general-rpg-discussion/184955-shadowcaster-fixes-mouseferatu.html
The Shadow Time mystery lasts 3 rounds, according to the Errata for Tome of Magic.
Truenames are going to use a small tweak. When trying to name a creature, the Truespeak DC is equal to 15 + target’s CR + target’s CHA mod.[/sblock]
[sblock=Tome of Battle: Book of Nine Swords]
The Bloodstorm Blade PrC (Tome of Battle) counts as full Initiator levels for the purposes of determining maximum maneuver levels (as the other ToB PrCs), but does not give any extra maneuvers, maneuvers readied or stances.
The Mountain Tombstone Strike maneuver (Stone Dragon Strike, level 9) requires that you have 2 other Stone Dragon maneuvers in order to learn it.
The Inferno Blade maneuver (Desert Wind Boost, level 7) requires you to have 3 other Desert Wind maneuvers in order to learn it. [/sblock]
[sblock=Races of the Dragon]
The Dracolexi PrC’s Draconic Word “veschik” (replenish) can only be used once per target, per day (as in, if a Dracolexi uses the word to regain a level 7 spell, then casts the spell, he cannot use the word again on himself, but could use it on his Cleric buddy, as long as the Cleric hasn’t benefited from that word yet today). However, he can use the Draconic Words in his spells an unlimited number of times per day (but still only once per round).
Venerable (Old age category or older) Dragonwrought Kobolds cannot take Epic Feats. [/sblock]
[sblock=Magic of Incarnum]
The Strongheart Vest soulmeld cannot be used to fuel the Hellfire Blast of a Hellfire Warlock (PrC from FC2). (However, a soul bind to Naberius, of Tome of Magic, is legal.) [/sblock]
[sblock=Libris Mortis]
The Deathbound Domain will use the Errata’d version, only increasing the number of undead you can create at one time to three times your caster level (rather than twice your caster level).
The Master of Shrouds has a requirement of Knowledge (religion) 8 ranks, instead of 5. [/sblock]
[sblock=Player’s Handbook 2]
Dragon Shamans add Knowledge (arcana) as a class skill. [/sblock]
[sblock=Dragon Magic]
Eldritch Glaive is finesse-able.
Dragonfire Adepts cannot use Metabreath feats for their Breath Weapon Class Feature. (And if you try to use the Dragonborn race’s Breath Weapon, the Metabreath feat will only be usable with the racial breath weapon, not the class feature.) [/sblock]
[sblock=Complete Warrior]
Improved Toughness counts as Toughness for the purpose of meeting requirements/prerequisites.[/sblock]
[sblock=Additional Feats]
Practiced Invoker (General): Works the same as Practiced Spellcaster, but for Warlocks and Dragonfire Adepts, giving them a higher CL for their invocations and increasing their EB and Breath Weapon damage, respectively. [/sblock][/sblock]
[sblock=Available Books]
Player’s Handbook
Player’s Handbook 2
Complete Warrior
Complete Arcane
Planar Handbook
Races of the Dragon
Dragon Magic
Tome of Battle: The Book of Nine Swords
Tome of Magic
Magic of Incarnum
Stormwrack
Unearthed Arcana
Dungeon Master’s Guide
Monster Manual 1, 2 and 4
Draconomicon
Libris Mortis
Fiendish Codex 1 and 2
Fiend Folio
Exemplars of Evil
Elder Evils[/sblock]
[sblock=Ban List]
Frenzied Berserkers (Complete Warrior)
Samurai (Complete Warrior)
Wu Jen (Complete Arcane)
Racial Variants (from Unearthed Arcana)
Bloodlines (from Unearthed Arcana)
Celerity in all its incarnations (Player’s Handbook 2)
Harpoons (Stromwrack)
Anything I don’t have.[/sblock]
And, here’s some info on the setting:
[sblock=Setting Info]
The world is in a time of peace. The Republic of Karvath and the Sebran Empire have maintained a decent relationship for about thirty years now, after the brutal war they had been fighting for about three years. The Gorin Alliance managed to broker a deal between the two nations, so that Sebran would transplant some of their trees to Karvath and help care for them with knowledge and magic so that Karvath would be able to have the lumber resources they so wanted. In return, Karvath would assist Sebran with their superior knowledge of metals and learned magic.
However, peacetime breeds complacency and can lead to desperation… Since the wars ended, many people lost their jobs in their respective militaries and are now hungry for work, and are willing to ignore the more unscrupulous natures of certain jobs…
Each nation is also aware of the Northlands, a horribly inhospitable place, but seemingly inhabited. The few ships that get close or land there rarely return, but those that do are badly damaged and the survivors speak of large, violent and destructive people who stopped at nothing to destroy them. Ships have tried sailing around the land, but only find huge mountains jutting up out of the sea blocking them off from the land anyway, though they can glimpse massive glaciers past the mountains on especially clear days…
Gorin is modeled on the classic Medieval Europe and England setting. Sebran is more Celtic, with some Egyptian style in their two south-most cities. Karvath is Greco-Roman in style and culture, with a little Arabic style in their south-most city. The Northlands are unexplored and savage (no PCs can be from the Northlands).
Karvath is composed mostly of humans, with some dwarves living in the mountains to the north, and gnomes in the foothills below. Several nomadic halfling clans travel the roads and rivers between the cities also. There are some half-orcs as well as a presence of most other humanoids in the major cities. However, there are very few elves in Karvath. As far as classes go, Barbarians and Dragon Shamans are uncommon, while druids, totemists and rangers are rare in Karvath.
Sebran is a very integrated society, boasting large populations of humans, dwarves, gnomes and elves, with a few halfling clans in the nation as well. Half-orcs have a very small population in Sebran, due to the old wars between the orcs, dwarves, elves and humans decimating their numbers. The most southern city in Sebran has a good-sized enclave of Skarn as well. The people of Sebran are more in tune with nature, but care somewhat less about books and their teachings, so it is unusual to find wizards, warmages, shadowcasters or duskblades in the nation.
Gorin is a very accepting nation, while also trying to remain neutral in relation to other lands, which hasn’t worked very well so far. They try to accept each race and make a place for them in the way of things, and so there are groups of nearly every humanoid race in the nation, including a kobold tribe (mostly LN) that periodically moves and trades freely with the nearest cities. Due to the strange collection of races, many different traditions and schools have grown within Gorin, and so members of every class can be found somewhere in the land.
(I will be starting the game in one of the cities of Gorin. If some of you want to write in that your PCs have worked together, that is fine with me.)[/sblock]
If anyone has any questions, feel free to ask. I will also be adding the list of characters to this post as they are approved.
EDIT: Guess I ought to note the kind of music... I will be drawing primarily from classic rock (ranging from Jethro Tull to Led Zeppelin to... well, lots of stuff).
2nd EDIT: Added Complete Warrior to the HRs/Rulings.
Applied Players and Characters:
HolyMan …………Jasperian Sunsong, Male Human Bard
Jager0727 ………… Twi’Tar “Monkeyman” Alexa, Male Hadozee Rogue/Beguiler
Vertexx69 ………… Platinus, Male Dragonborn Goliath Ranger/Crusader
Theroc ………… Shavallah Touranisha, Female Duskling Totemist
Frozen Messiah ………… Major Tom Robinson, Male Hellbred Hexblade
OPEN SLOT
Last edited: