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Insight's "Shadow of Set" - OOC Thread

Insight

Adventurer
INSIGHT'S "THE SHADOW OF SET" - OOC THREAD
Hello and welcome to the OOC thread for the adventure, "The Shadow of Set". This adventure is the first in the mini-campaign, "The Coils of Set", from Necromancer Games. This campaign takes the characters from 1st to 11th level, and possibly beyond.

For the purposes of this game, you'll be creating 1st level characters using the guidelines below (I have re-posted the character creation rules from the recruitment thread). This game WILL transition from 3.5E to 4E when the time comes, possibly as early as December once the preview books are released, but definitely by next April or May.

Important Dates
Keep in mind these dates (all dates and times U.S. Eastern) -
Aug. 27, 2007: Roster announced, OOC thread opened.
Aug. 31 thru Sept. 3, 2007: Characters should be completed.
Aug. 31 thru Sept. 3, 2007: Adventure, "The Shadow of Set" begins.

The first adventure, "The Shadow of Set", will begin this coming weekend, regardless of whether your characters are completed. Obviously, I'd like to have all of the characters created by that time, but it is not absolutely necessary, because the majority of the early posts will be entirely roleplaying, getting the group together, etc, and will not require a great deal of game mechanics.

CHARACTER ROSTER
Droban Ironthane, Dwarven Fighter - YeOldeAlbatross
Asad the Silent, Human Monk - Redclaw
Dirk Redhand, Desert Half-Orc Ranger - Necro_Kinder
G'Sharn Siroc, Halfling Druid - Rolzup
Avardis, Human Battle Sorcerer - Ilium

I'll provide you with basic details on how your characters come together. Please keep these details in mind as you craft your character backgrounds. Speaking of backgrounds, you don't need to go too in-depth with these, but I would like to see *some* sort of backstory, if nothing else to give yourself something from which to roleplay.

Threads - OOC - IC - RG
 
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Insight

Adventurer
Character Creation Guidelines

CHARACTER CREATION RULES
Since we don't know much about the rules changes expected in 4E (although check out this thread for what we DO know), in an effort to minimize expected changes later, the characters are going to be built using mostly the core rules. In addition, I'm going to throw in some of my favorite rules options from Unearthed Arcana (UA) and Player's Handbook II (PHB2).

Unless otherwise approved or directed, use the guidelines below to create your character:

Races: PHB only.
Classes: PHB + Favored Soul (Complete Divine), Racial Paragon Classes (UA), and Swashbuckler (Complete Warrior).
Alignment: All characters will be good-aligned or neutral. As Chaotic Neutral seems to be the default choice of those who don't really want to roleplay, I am going to be suspicious of CN characters without justification.
Class Options:
Other Rules Options: Class-Based Defense (UA) and Weapon Group Proficiencies (UA) - DEFAULT.
Feats: PHB only at start. Other feats will become available at a later time.
Prestige Classes: DMG only at start. A few (6-12) other prestige classes will become available at a later time.

Anything listed as DEFAULT means that option is standard in this game. Certain options can be regained through the use of feats or magic items.

The UA options can be found here if you don't own the book. Unfortunately, there are no online versions of the PHB2 options or the Favored Soul or Swashbuckler classes.

Also, keep in mind that I'll be using environmental rules regarding heat and fatigue if you spend a great deal of time outside during the day. This will be important for those of you who may wear metal armor. More details to come regarding this.
 

Insight

Adventurer
The Setting

ABOUT THE ADVENTURE & SETTING
"The Shadow of Set" is part of the Coils of Set campaign from Necromancer Games.

NOTE: This game will take place in a neutral setting, despite any place name references in the text. Everything you need to know about the setting will be listed below.

THE CITY OF MAJOOR*
The game starts in the city of Majoor. This city, a fairly respectable trading hub, serves as a port to the Cerulean Sea to the south. Best characterized by its diversity, Majoor represents the culmination of hard work among different cultures and races. From its tent-filled bazaar to the exotic ziggurat Temple of the Eternal Sun to its splendid stone towers and spires, Majoor stands apart from most other towns. Founded by merchants and sailors, this town is a hodge-podge of different cultures and values. However, competition is valued more than anything else.

Most of the citizens of Majoor are descended from merchants and craftsmen, and the old blood still flows through the veins of many. Always looking to craft something better or buy something cheaper, Majoor is a brutal place for the meek.

The spirit of Majoor is no better represented by any of its citizenry than Ali Ashar, the Lord Mayor. He purchased the title from the previous Lord Mayor, who had ruled for generations. Though no word of discontent reaches his palatial estate, Ali Ahsar keeps a close watch on any potential usurpers, all in the interest of "protecting his investment".

Majoor (large town): Conventional Autocracy; AL N; 3,000 gp limit; Assets 675,000gp; Population 4,500 (mixed): Human 79%, Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-Elf 1%, Half-Orc 1%. Districts: Average Residential, the Bazaar, the Caravaners' District, Civic, Fine Shops, Halfling Neighborhood, Inn/Tavern District, Lord's Estate, Temple District, and Warehouse District.
Authority Figure: Ali Ashar (Lord Mayor of Majoor). Important NPCs: Lude (Captain of the Guard), Karranis (Priest of the Eternal Sun), Ka-Hatem (High Priest of the Eternal Sun). Guilds: There is an adventurer's guild, a caravaner's guild, a merchant guild, and a sailor's guild. There are also rumors of a thieves' guild.

* Mostly taken from the Coils of Set campaign, from Necromancer Games.

THE WORLD
Majoor sits on the edge of the Cerulean Sea, a great blue-green body of water that serves as the southern border of the known world. Ships sailing to or from Majoor travel the Cerulean Sea, usually to another major port, such as Tamjit to the east or Alhandar to the west.

The Blasted Desert rises ominously above Majoor, blanketing the terrain for nearly 500 miles north and west of the trade port. Caravans to Majoor typically cross the desert from the tradepost city of Hale.

Because of Majoor's location, searing heat is the most common weather condition. Eleven months of the year, Majoor and the surrounding areas reach above 100 degrees fahrenheit, sometimes above 120 degrees during the summer. But Majoor, being adjacent to the sea, is a bit cooler than the Blasted Desert (typically between 110 and 130 degrees).

THE ROLE OF THE CHARACTERS
The PCs have been in Majoor for some time, and can either be natives or could have traveled to Majoor from elsewhere. Characters in Majoor could be merchants, craftsmen, guards, sell-swords, rogues of various stripes, sailors, or stranded travelers, and can be in Majoor for a number of plausible reasons.

NATIONAL DEITIES
You can find a list of the main deities here, and also briefly below.

Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Law, Good, Healing, Knowledge, Protection
Typical Worshipers: Humans, Royalty
Favored Weapons: Light or Heavy Mace

Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longswords or Bastardswords

Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Good, Healing, War, Animal
Typical Worshippers: Human females
Favored Weapons: Longsword, longbow

Arden, God of the Sun
Alignment: Neutral Good
Domains: Air, Good, Sun, War
Typical Worshipers: Of old he was worshiped by humans, though Arden is not currently worshiped on this plane.
Favored Weapons: Sun staff, short sword

Orcus, Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Typical Worshipers: Monsters, Undead and Evil Humanoids
Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped).

Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Typical Worshipers: Tsathar, Sentient Frogs, Evil Slaad, Evil Water Monsters
Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets.

Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Typical Worshipers: Wizards, Women
Favored Weapons: None.

Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Typical Worshipers: Evil power-seeking humanoids, evil monks, assassins
Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons

Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Typical Worshipers: Diseased and disease-causing creatures, evil humanoids, evil druids, women, bards.
Favored Weapons: Poisoned Dagger or Sword.

LOCAL DEITIES
In addition to the major national deities listed above, natives of the Blasted Desert (including the ancestors of the many of the nomads who helped build Majoor) worship another set of "local" deities, also known as the Khemitian Gods, found here. These are also available as deities for characters native to Majoor or the Blasted Desert.

RACIAL DEITIES
For non-human characters, they may worship deities listed in the PHB for their race, or in Races of Destiny, Races of Stone, or Races of the Wild.
 

Insight

Adventurer
Character Links

Here are some ideas I've had regarding how the characters get together. Keep these in mind when you craft your characters' backstories. If I am way off on any of these, please let me know. We'll use these basic threads to start the game.

GROUP 1: This crew has been involved in Majoor, mostly revolving around Isphet the Moneylender's efforts to recoup his gambling debt. Droban's been looking for work, and responded to Isphet's post on the wall of the Twin Scimitars Guild (the local "adventurers' guild"). Isphet and Droban were briefly hired to assist the local militia in tracking down some camel thieves who were hiding in the desert. On that mission, Droban and Isphet met Avardis, who was stranded at an oasis (and briefly captured by the camel thieves). The three returned to Majoor following the completion of that mission, and have struck up a conversation regarding future endeavors.
Droban Ironthane, Dwarven Fighter - YeOldeAlbatross
Isphet the Moneylender, Human Rogue - Sound of Azure
Avardis, Human Battle Sorcerer - Ilium

GROUP 2: Dirk and G'Sharn met recently while fighting the same group of scorpitaurs in the Blasted Desert. These scorpitaurs had threatened caravans passing through the desert to the northern tradepost of Hale. In dispatching the scorpitaurs, G'Sharn and Dirk discovered that the foul beastmen had also intended to attack the nearby monastery, so the heroes traveled to said monastery to warn the monks (in case other scorpitaurs were also in on the future attack). The monks told G'Sharn and Dirk of one of Asad, a member of their order who had gone into the desert, and asked that G'Sharn and Dirk find Asad and give him aid if possible. Dirk and G'Sharn have just located Asad near an abandoned oasis, where he found evidence that a cult dedicated to Set may have made the oasis their home for a time.
Asad the Silent, Human Monk - Redclaw
Dirk Redhand, Desert Half-Orc Ranger - Necro_Kinder
G'Sharn Siroc, Halfling Druid - Rolzup
 

Insight

Adventurer
Ability Score Generation

We'll use a point-buy method to generate your characters' starting ability scores. Use a total of 28 points to buy your ability scores, using the method described in the DMG. Apply the point buy before any racial modifiers to your ability scores.
 

Insight

Adventurer
Backstory & Character Completion XP Bonus

I am going to award your characters a certain amount of bonus XP based on your backstories, and also for completing your characters on time.

The award for backstory is based on completeness, relevance to the setting, utility in terms of possibly getting other characters and/or NPCs involved, and general creativity.

The award for completing your character on time is based on the date when you state that your character is done and ready to play. This does not include any time I need to check over your character. Basically, when you're ready, post and let me know, and your XP bonus will be based on this. Sunday, Sept 2 is the last day you can get any sort of XP bonus for submission.

Don't rush to finish just to get these XP bonus, though. I'd rather your characters are complete than you submit something that's not ready. The total bonus will be no more than a quarter of the way to 2nd level (250xp).
 

Necro_Kinder

First Post
What would you like us to use for starting gold? Max for our class first level? Average for our class? Or perhaps a number set by you?
 

YeOldeAlbatross

First Post
Insight,

Work on Droban's sheet is nearly complete. I would echo Necro's question above, as I just need to finish his equipment list, but need to know how much money he has available to spend.

Also, do you have a Rogue's Gallery thread in place, or do you want me to post Droban's sheet in this thread for your review?
 

Insight

Adventurer
YeOldeAlbatross said:
Insight,

Work on Droban's sheet is nearly complete. I would echo Necro's question above, as I just need to finish his equipment list, but need to know how much money he has available to spend.

Also, do you have a Rogue's Gallery thread in place, or do you want me to post Droban's sheet in this thread for your review?

Good questions.

1. Max gold for your class at 1st level.

2. Post your characters here first. I'd like to at least see a first draft on everyone's character before I start an RG thread. Posting here counts for the xp bonus, BTW!
 

Redclaw

First Post
Asad the Silent, Human Monk

About 15 years ago, a young boy was found in the wreckage of a merchant caravan by a group of monks on their way back to their monastery in the Blasted Desert. The child was unhurt, but his eyes showed that he had seen much more than his spirit could bear.
The monks, usually very firm about their willingness to let the desert claim its rightful prey, took pity on the boy. They brought him with them to their home. The boy didn't say a word during the trip, and he refused to open his tightly clenched fist. It wasn't until he finally fell asleep that the brothers were able to pry his hand open, wherein they found a bloodstained signet ring bearing a lion crest that none of them recognized. The brothers cleaned it and returned it to the boy's hand, allowing him this one possession.
The boy grew into adolescence without speaking a single word to any of the brothers, and without ever fully losing that look of pain and horror from his eyes. Needing to call him something, the monks named him Asad for the lion that marked his ring. Eventually he sought and recieved permission to train with the monks, and they taught him their fighting techniques, which focused on quickness and agility. Asad learned it in silence and intense focus. His early fascination and identification with the god Horus made it clear that he would spend his life seeking vengance for his family's deaths.
Eventually the walls of the monastery proved too small for Asad, and he starting taking forays into the heat of the Blasted Desert. The brothers knew of his journeys, but saw no reason to try to prevent them. When he was in the monastery he participated in their training and he worked on whatever needed to be done. When he was gone, they trained and worked without him. It was only after his ventures began that Asad started talking again, although it was never much, and he could still go days without saying anything. The monks understood that this was just another step in the process of Asad's healing.
Asad's explorations eventually led him to the remains of an oasis, now claimed by the desert. There he found several clues that led him to believe that the last residents of the oasis had been worshippers of Set.

Code:
[B]Name:[/B] Asad the Silent
[B]Class:[/B] Monk
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Horus, the Avenger

[B]Str:[/B] 14 +2 (6p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 15 +2 (8p.)     [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 
[B]Int:[/B] 12 +1 (4p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 
[B]Wis:[/B] 14 +2 (6p.)     [B]Init:[/B] +6        [B]Spell Save:[/B] 
[B]Cha:[/B]  8 -1 (0p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Defense Shld   Dex  Size   Nat  Monk  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +0    +2     +0   16
[B]Touch:[/B] 16              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1          +3
[B]Ref:[/B]                       2    +2          +4
[B]Will:[/B]                      2    +2          +4

[B]Weapon                  Attack   Damage     Critical[/B]
Unarmed                  +2     1d6+2       20-x2
Kama                      +2     1d6+2        20-x2
Shuriken                  +2     1d2+2       20-x2
Flurry of Blows          +0/+0 1d6+2      20-x2

[B]Languages:[/B] Common, Gnome

[B]Abilities:[/B] Flurry of Blows, Unarmed Strike, AC Bonus (wisdom)

[B]Feats:[/B] Monk Weapon Group (class), Endurance (Human Bonus), Improved Initiative (1st), Dodge (Monk bonus)

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                    4    +2          +6
Escape Artist              4    +2          +6
Hide                       2    +2          +4
Jump                       4    +2          +6
Knowledge (Religion)       2    +1          +3
Move Silently              4    +2          +6
Tumble                     4    +2          +6


[B]Equipment:               Cost  Weight[/B]
Kama                    2gp       2lb
Shuriken (10)           2gp       1lb
Waterskin (2)           2gp       8lb
Flint and Steel         1gp       0lb
Sack                    1sp     0.5lb
Belt Pouch              1gp     0.5lb
Monk's Outfit           ---     ---
Torch (5)               5cp     5lb
Candle (10)             1sp     ---
Signet Ring             5 gp    ---
Trail Rations (4 days)  2gp     4lb

[B]Total Weight:[/B]21lb      [B]Money:[/B] 4gp 7sp 5cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                 58    116   175   350   875

[B]Age:[/B] 21
[B]Height:[/B] 5'11"
[B]Weight:[/B] 187lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black
[B]Skin:[/B] Tan
Appearance: Asad is a young man with closely cropped black hair, loose-fitting clothing and an ever-grim expression. He says little and moves only when necessary. However, when he does either it is quick and decisive, often catching others by surprise.
 
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