Old Fezziwig
Thanks for the sour persimmons, cousin.
I've been itching to run a straight D&D game to go with my Call of Cthulhu d20 game (see signature), and, rather than try to restart my old Eberron game or my Shackled City game (mostly for reasons of scope — running a full 32 page module takes far too much time in a PbP unless I'm willing to distill large portions of it), I've decided to start up a game that'll run on the coat tails of the first PbP game I tried to run around here, The Dead of Winter.
I have, however, modified the concept quite a bit, and I'll be running the game in my homebrew instead of the Forgotten Realms, which means that the base assumptions of the world, the races, and the classes will be quite different. Anyhow, we'll start with the basic information and then run from there. The game proper wouldn't start until after the New Year, as I'll be gone for four days starting the 23rd and ending the night of the 26th, and I imagine a lot of other folks'll be off and about, too.
Concept: Two thousand years ago, the Fifth Peloran Crusade failed, forcing the elves and dwarves out of their homelands in the far north and leaving the ancient halls of their forefathers in the clutches of demons and undead. Tomorrow morning, a small group of explorers will lay the groundwork for their return.
Basic Information
Style: Heavy exploration, heavy intrigue, medium combat. The vast majority of the adventure will take place off the map in places where very few people have set foot for thousands of years, so there'll be a pretty heavy lost civilization, lost world type vibe. Pulpy stuff. Please note that, in order to facilitate a speedy game, I will not be posting maps, which'll also mean that AoOs will be pretty free-form.
Posting Speed: Three to four times a week.
Number of Players: Six. One of the players should be in charge of keeping track of party treasure (common funds and possessions).
Level of Magic, Tech Level, Treasure, XP: Standard high magic D&D, just a peg below FR and Eberron. Late medieval, early renaissance, minus gunpowder and with some clockwork. Treasure will be given in rough accordance to the tables in the DMG. XP will be awarded on an ad-hoc basis when specific goals are met and at the end of chapters.
Dice conventions: Players roll their own dice using Invisible Castle. Please provide links in your posts.
Books in Play: Core rulebooks, MMII, MMIII, spells from the Complete Book of Eldritch Might and The Book of Hallowed Might, maneuvers and stunts from The Book of Iron Might (all Malhavoc Press), Unearthed Arcana, the Behind the Spells line (Ronin Arts). This list will be updated. Books in play pending progress of the campaign include: Arctic Heroes (Lion's Den Press), The Book of Roguish Luck (Malhavoc Press), EN Critters, Vol. 3: Tulenjord (EN Publishing), Frostburn (WotC), Mythic Heroes (Bad Axe Games), Valley of Frozen Tears (Ancient Awakenings).
Character Generation
Stat Generation: Use the following array — 17, 15, 14, 13, 10, 8 — and arrange as desired.
Races available: Human, Canis Kobold, High Elf, Hobgoblin, Swamp Dwarf. Homebrew races (in italics) will be posted shortly in another post.
Races not available: Halfling, Half-Elf, Half-Orc, Gnome.
Classes available: All, except for psionic classes. Some of the standard classes have been changed. These changes will be posted shortly in another post.
Level, Equipment: Start at Level 1. Max gold.
3x2, Signature Item: As part of their background, players should come up with 3 specific goals for their character (Sample prompts: Why are they part of the expedition? What do they want to find on it? How does this relate to their long term plans and hopes?) and 3 people (mentors, siblings, ancestors, rivals, etc.) that they know. Also, each character should have one signature item, something that's important to them for personal reasons (classic examples: their father's sword, their betrothed's ring).
I have, however, modified the concept quite a bit, and I'll be running the game in my homebrew instead of the Forgotten Realms, which means that the base assumptions of the world, the races, and the classes will be quite different. Anyhow, we'll start with the basic information and then run from there. The game proper wouldn't start until after the New Year, as I'll be gone for four days starting the 23rd and ending the night of the 26th, and I imagine a lot of other folks'll be off and about, too.
Concept: Two thousand years ago, the Fifth Peloran Crusade failed, forcing the elves and dwarves out of their homelands in the far north and leaving the ancient halls of their forefathers in the clutches of demons and undead. Tomorrow morning, a small group of explorers will lay the groundwork for their return.
Basic Information
Style: Heavy exploration, heavy intrigue, medium combat. The vast majority of the adventure will take place off the map in places where very few people have set foot for thousands of years, so there'll be a pretty heavy lost civilization, lost world type vibe. Pulpy stuff. Please note that, in order to facilitate a speedy game, I will not be posting maps, which'll also mean that AoOs will be pretty free-form.
Posting Speed: Three to four times a week.
Number of Players: Six. One of the players should be in charge of keeping track of party treasure (common funds and possessions).
Level of Magic, Tech Level, Treasure, XP: Standard high magic D&D, just a peg below FR and Eberron. Late medieval, early renaissance, minus gunpowder and with some clockwork. Treasure will be given in rough accordance to the tables in the DMG. XP will be awarded on an ad-hoc basis when specific goals are met and at the end of chapters.
Dice conventions: Players roll their own dice using Invisible Castle. Please provide links in your posts.
Books in Play: Core rulebooks, MMII, MMIII, spells from the Complete Book of Eldritch Might and The Book of Hallowed Might, maneuvers and stunts from The Book of Iron Might (all Malhavoc Press), Unearthed Arcana, the Behind the Spells line (Ronin Arts). This list will be updated. Books in play pending progress of the campaign include: Arctic Heroes (Lion's Den Press), The Book of Roguish Luck (Malhavoc Press), EN Critters, Vol. 3: Tulenjord (EN Publishing), Frostburn (WotC), Mythic Heroes (Bad Axe Games), Valley of Frozen Tears (Ancient Awakenings).
Character Generation
Stat Generation: Use the following array — 17, 15, 14, 13, 10, 8 — and arrange as desired.
Races available: Human, Canis Kobold, High Elf, Hobgoblin, Swamp Dwarf. Homebrew races (in italics) will be posted shortly in another post.
Races not available: Halfling, Half-Elf, Half-Orc, Gnome.
Classes available: All, except for psionic classes. Some of the standard classes have been changed. These changes will be posted shortly in another post.
Level, Equipment: Start at Level 1. Max gold.
3x2, Signature Item: As part of their background, players should come up with 3 specific goals for their character (Sample prompts: Why are they part of the expedition? What do they want to find on it? How does this relate to their long term plans and hopes?) and 3 people (mentors, siblings, ancestors, rivals, etc.) that they know. Also, each character should have one signature item, something that's important to them for personal reasons (classic examples: their father's sword, their betrothed's ring).
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