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X4: Master of the Desert Nomads - OOC
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<blockquote data-quote="kinem" data-source="post: 4168900" data-attributes="member: 24234"><p>[sblock=background]For years, the Great Waste to the west of the Republic of Darokin has been the home of nomad raiders. Petty little tribes, both human and otherwise, have roamed this trackless waste, raiding each other and the surrounding settlements. For a while, the local lords easily controlled this banditry. Then the tribes became dangerous: the raiders apparently set aside their feuds and prepared for war. Spies reported massive armies gathering. Shortly, some of the farthestflung towns were no longer heard from. Heeding their spies and the stories of refugees from the west, the lords and the governor of the Republic sent out a call for arms. Throughout the settled lands, they asked for mercenaries and experienced men to fight the nomad foes. All manner of men answered - peasants, mercenaries, veterans, elves, and adventurers. Among these many came your group.</p><p></p><p>You were late in arriving, for the main army had already marched. Your party joined the rag-tag lot of reserves going to meet them: the undesirables and unusables of those who came to fight. Along the way there were many quarrels and disputes. Peasants fought for a dead man’s boots; drunken mercenaries ransacked a village; men were knifed as old blood feuds broke out.</p><p></p><p>Finally, the reserves reached a village only recently taken by the main army. Still among the smoking ruins were the signs of nomad enemies - humans, orcs, and other unknown creatures. The commanders halted at this place. Now you have been camped here for several days.[/sblock]</p><p></p><p>Inspired by the recent run of old D&D nostalgia, I'm going to attempt running a 3.5 conversion of the classic BECMI D&D module X4: Master of the Desert Nomads (1983, David Cook). If the players make it through, we can continue with module X5. This goes against my own advice not to try to run long adventures, but we'll see.</p><p></p><p>The module takes place on Mystara (see <a href="http://pandius.com/guide/index.html" target="_blank">pandius</a>). It's basically a standard D&D world, but with a few quirks. I won't necessarily stick to Mystara canon, especially as 3.5 adds many new options (such as allowing non-human clerics); I'll do whatever I prefer with it, but I won't try to change the flavor too much.</p><p></p><p>Religion in Mystara is based on the worship of Immortals, who were mortals who have ascended to a higher plane and gained god-like powers. They are basically the spirits of heroic (or villianous) ancestors. Most common folk just call them gods and don't know much about them, though. All mortals theoretically have a shot at becoming Immortals, but very few do. </p><p></p><p>I'm looking to recruit 5 PCs. Character creation:</p><p></p><p>8th level, 32 point buy</p><p></p><p>32,000 gp value of posessions owned. I will allow this to be in any form. However, not everything will necessarily be along for the ride with you. If you want to own nothing but the shirt on your back and a pile of 3,200,000 cp, that's fine. You left the copper back home, soldier.</p><p></p><p>Any 3.5 WotC material may be used, including 3.0 with 3.5 updates. However, there are 3 caveats:</p><p></p><p>1) I reserve the right to nerf, ban, or house-rule anything I don't like. There are a lot of things I don't like. "Polymorph self" is banned, BTW. Diplomacy is nerfed. etc.</p><p></p><p>2) If I don't own it, and can't read about it online in the SRD or <a href="http://www.crystalkeep.com/d20/index.php" target="_blank">crystalkeep</a>, then in order to have it you have to email me the FULL TEXT that describes what it does. I will then decide whether to nerf or ban it.</p><p></p><p>3) Nothing with Level Adjustments or racial HD, and no warforged.</p><p></p><p>Characters may be of any alignment but must be committed to the defense of Darokin (you must supply your own reasons) and must work well together. You are members of an existing adventuring party.</p><p></p><p>Submit a short personality profile, class build (such as "Fighter 8", not a statted sheet), and short background. Players may not be accepted on a first come, first serve basis; if there are enough applications, I'll pick the ones I think will fit best with the adventure, each other, and my own style.</p><p></p><p>The posting rate will have a goal of 1/day. If you can't keep up, your PC may suffer an unfortunate fate.</p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="kinem, post: 4168900, member: 24234"] [sblock=background]For years, the Great Waste to the west of the Republic of Darokin has been the home of nomad raiders. Petty little tribes, both human and otherwise, have roamed this trackless waste, raiding each other and the surrounding settlements. For a while, the local lords easily controlled this banditry. Then the tribes became dangerous: the raiders apparently set aside their feuds and prepared for war. Spies reported massive armies gathering. Shortly, some of the farthestflung towns were no longer heard from. Heeding their spies and the stories of refugees from the west, the lords and the governor of the Republic sent out a call for arms. Throughout the settled lands, they asked for mercenaries and experienced men to fight the nomad foes. All manner of men answered - peasants, mercenaries, veterans, elves, and adventurers. Among these many came your group. You were late in arriving, for the main army had already marched. Your party joined the rag-tag lot of reserves going to meet them: the undesirables and unusables of those who came to fight. Along the way there were many quarrels and disputes. Peasants fought for a dead man’s boots; drunken mercenaries ransacked a village; men were knifed as old blood feuds broke out. Finally, the reserves reached a village only recently taken by the main army. Still among the smoking ruins were the signs of nomad enemies - humans, orcs, and other unknown creatures. The commanders halted at this place. Now you have been camped here for several days.[/sblock] Inspired by the recent run of old D&D nostalgia, I'm going to attempt running a 3.5 conversion of the classic BECMI D&D module X4: Master of the Desert Nomads (1983, David Cook). If the players make it through, we can continue with module X5. This goes against my own advice not to try to run long adventures, but we'll see. The module takes place on Mystara (see [URL=http://pandius.com/guide/index.html]pandius[/URL]). It's basically a standard D&D world, but with a few quirks. I won't necessarily stick to Mystara canon, especially as 3.5 adds many new options (such as allowing non-human clerics); I'll do whatever I prefer with it, but I won't try to change the flavor too much. Religion in Mystara is based on the worship of Immortals, who were mortals who have ascended to a higher plane and gained god-like powers. They are basically the spirits of heroic (or villianous) ancestors. Most common folk just call them gods and don't know much about them, though. All mortals theoretically have a shot at becoming Immortals, but very few do. I'm looking to recruit 5 PCs. Character creation: 8th level, 32 point buy 32,000 gp value of posessions owned. I will allow this to be in any form. However, not everything will necessarily be along for the ride with you. If you want to own nothing but the shirt on your back and a pile of 3,200,000 cp, that's fine. You left the copper back home, soldier. Any 3.5 WotC material may be used, including 3.0 with 3.5 updates. However, there are 3 caveats: 1) I reserve the right to nerf, ban, or house-rule anything I don't like. There are a lot of things I don't like. "Polymorph self" is banned, BTW. Diplomacy is nerfed. etc. 2) If I don't own it, and can't read about it online in the SRD or [URL=http://www.crystalkeep.com/d20/index.php]crystalkeep[/URL], then in order to have it you have to email me the FULL TEXT that describes what it does. I will then decide whether to nerf or ban it. 3) Nothing with Level Adjustments or racial HD, and no warforged. Characters may be of any alignment but must be committed to the defense of Darokin (you must supply your own reasons) and must work well together. You are members of an existing adventuring party. Submit a short personality profile, class build (such as "Fighter 8", not a statted sheet), and short background. Players may not be accepted on a first come, first serve basis; if there are enough applications, I'll pick the ones I think will fit best with the adventure, each other, and my own style. The posting rate will have a goal of 1/day. If you can't keep up, your PC may suffer an unfortunate fate. Have fun! [/QUOTE]
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