CLOSED: Dreaming Beyond Reason (3.5 Greyhawk)

Vindicator

First Post
For generations the residents of Karin-Kurr have lived securely in their village at the base of the Barrier Peaks, isolated from contact with the outside world save the odd trader or adventuring party. Content with their insular view of the world, the hardy villagers would eat, drink, work their fields, and give thanks to the god Pelor, praise be to his name.

They thus had no context to help them understand the house.

One morning in the early summer the villagers were shocked and horrified at what they saw on the outskirts of their village: a house that wasn't there the previous night.

The house was three stories tall, made of wood that looked impossibly cracked and aged. It leaned slightly to one side, as if aware of a sinister joke that the villagers were not privy to.

The entire house--including the windows--was painted black.

Three days have passed since the house appeared and already the villagers fear for their souls. All the children in the village have taken ill, some worse than others, but all in great pain. Every night, each of the villagers is visited by the same horrifying dream: a man in black, his face obscured, floating above the town, breathing with a heavy whistle, as if his only breath was possible through a hole carved in his throat.

The people of Karin-Kurr are not warriors, or magic-users, or heroes of any kind. But what choice do they have but to take up arms and enter the cursed house that now sits outside their village, slowly driving their children to death and themselves to madness?

Someone must go and confront the evil that lies within.

But who?


******
Dreaming Beyond Reason
******

a PBP adventure for D&D 3.5


I am recruiting for Dreaming Beyond Reason, a short adventure set in the World of Greyhawk in the village of Karin-Kurr, at the base of the Barrier Peaks. The following guidelines apply:

1. Players needed: 4 (no more, no less ;) )
2. 1st level; 28-point attribute buy
3. Characters can be any race or class combo
4. Characters can be from Karin-Kurr or travellers--I'll leave it to each player to come up with a background story as appropriate
5. DM rolls all dice
6. Combat will be cinematic in nature (obviously, considering our medium) but AoO and other tactical rules will be used when possible in particular situations
7. No evil alignments
8. Clerics and paladins must serve a deity
9. All race/class information must come from the PHB--no Unearthed Arcana, no Book of Exalted Deeds, etc. etc. etc.
10. I will assign each character his or her starting gold based on character class; I will pretty much follow the suggestions in the PHB for starting gold. From the starting gold players will equip their characters accordingly

Attribute Point Buy Details:
--players begin with 28 points to spend
--all attributes start at 8.
--raising to 14 costs one point per attribute level (i.e. 6 points to raise 8 to 14)
--15 and 16 cost 2 each
--17 and 18 cost 3 each
--18 the maximum starting attribute (before racial modifiers)
--racial modifiers applied after attributes bought

Any players who are interested can either ask me questions or start creating characters and posting them to this thread. The first four characters with well-developed background stories are in.

HOWEVER...

Please make note of the following meta-guidelines:
1. Posting frequency: every 1-2 days. PLEASE don't join the game if you aren't willing to post this frequently
2. I am ever so tired of PBP games that fizzle out. Please don't join this one unless you really, truly, honestly are committed to playing. My estimate is that this game will run into September/October, taking the slow rate of play in PBP into account.

There it is.

Any takers?
 
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I'd be interested. Don't know to much of the greyhawk world but I can have a character up in the next couple of days. (got alot of work to do...but want to play in as long of a game as possible.)
Thinking a Dwarven paladin of Moradin. Perhaps felt the pull to this area from the evil in the air...sounds cheesy but always fun!
 

I’m interested, although this would be my first PBP game I’ve been involved with. I’m interested in starting one myself, but figure I should play in one first to get a feel for it.

My character idea is a local resident of the village, detailed here. I need to know if you’re allowing any feats from any other sources besides the PHB before I decide what my last feat is. And I hope the background isn’t too elaborate (I started typing and took a bit to get all the ideas out):


Name: Rhodhan
Male Human Wizard 1
Alignment: Neutral
Str 12 (+1) [4 pts]
Dex 14 (+2) [6 pts]
Con 14 (+2) [6 pts]
Int 14 (+2) [6 pts]
Wis 12 (+1) [4 pts]
Cha 10 (+0) [2 pts]

Hit Points: 9 (max 1D4,+2 Con Bonus,+3 for familiar)
Armor Class (Full/Touch/Flatfooted): 12/12/10 (+2 Dex); 16/12/14 with Mage Armor (+4 Armor, +2 Dex)
Initiative: +2
Speed: 30 feet

Saves:
Fortitude: +2 (+0 base, +2 Con)
Reflex : +2 (+0 base, +2 Dex)
Will : +3 (+2 base, +1 Wis)

Base Attack Bonus: +0; Melee: +1; Ranged: +2

Skills (16 ranks available):
Concentration +6 [4 ranks,+2 Con]
Knowledge (arcana) +6 [4 ranks, +2 Int]
Knowledge (local) +4 [2 ranks, +2 Int]
Knowledge (the planes) +3 [1 rank, +2 Int]
Spellcraft +6 [4 ranks, +2 Int]
Profession (tailor) +2 [1 ranks, +1 Wis]

Languages: Common, Draconic, Elven

Spellbook:
0-level: all
1st-level: Mage Armor, Magic Missile, Magic Weapon, Comprehend Languages, Disguise Self

Feats:
Scribe Scroll (free)
Point Blank Shot (Human)
Undecided (1st level)

Familiar: Toad

Background: people in Karin-Kurr know more about Rhodhan’s father than Rhodhan himself. Rhodan’s father, named Russert, was an intelligent sort, the kind destined for big things, who studied wizardry under the village’s aging protector, Zellifizer the Mage. When the mage died of natural causes, Russert decided to leave the village to study and adventure, and everyone assumed he would make good use of his abilities, and become a well-respected wizard. He wanted to take his childhood sweetheart, Karyne, with him, but her father, the local tailor, forbid it. Karyne didn’t fight her father on this since, truth be told, she was somewhat afraid of the world beyond their village, but she asked Russert to return to her if he couldn’t find the adventure he sought, perhaps to take over his mentor’s position in the village.

Russert didn’t return to Karin-Kurr for 14 years, and when Karyne, now the village seamstress, found him knocking at her door, she saw that he was badly injured. She did her best to tend to his wounds, but as she talked with him, she realized this was the not the same man who had left. Russert was now bitter, spiteful to those he saw as his enemies, and arrogant to those he deemed beneath him. It broke her heart to see how he changed, and she could think of nothing else but guilt, guilt for not leaving with him. She was sure if she had been by his side, he would not have changed so. That night, she invited him to her bed, and he accepted, them both imagining the life they could have had together.

The next morning, they were awakened by armored men bursting through her door. A group, calling themselves the Company of the Steel Heart, claimed that Russert had started a mystical plague in a nearby large city, and although they wounded him, he managed to escape, and they tracked him here. Russert didn’t deny the accusations, and the hurt look on Karyne’s face made him realize they’d never be together again. In a rage, Russert began throwing spells at the adventures, who valiantly fought back, the battle moving outside into the street. Locals rushed out of their homes to watch the spectacular battle. In the end, Russert’s spells weren’t enough to protect him, and the company’s leader, a Paladin, slew Russert with a sword through his heart.

Soon thereafter, the Company left, and the villagers were left to speculate on what had happened to Russert to turn him so evil. Some said magic did that to the weak-willed. Others thought pacts with demons must have been involved, or maybe he was under a spell or had been possessed. And when Karyne, a single woman all her life, was visibly pregnant within a few months, everyone knew who the father was.

It was under this cloud of gossip and fear that Rhodhan grew up. Nearly everyone in town decided there must be something wrong with the boy, that whatever made Russert evil was in him as well. And to them, the boy never acted right... glaring at people and acting twitchy all the time (which was really just a reaction to how people treated him). But he was entirely different around his mother Karyne, thoughtful and caring; with her, he needed no one else. And she saw such promise in him, the same promise Russert had, so when she found that Rhodhan had discovered some of his father’s papers and spellbooks (the low-level stuff he learned before moving), she encouraged him to learn magic as well. No local wizards would teach him (even if they didn’t believe he was “corrupted” by his father, they really didn’t want the hassle from villagers that tutoring him would bring), so Rhodhan worked by himself, and also studied under traveling wizards when such people would happen through town.

And now... the house has appeared, and the dreams have begun. And some small part of Rhodhan might think the villagers deserve this for their treatment of him, or that he deserves it if what they all say about his father is correct. Regardless, his mother doesn’t deserve the encroaching madness that has started showing in her, as it has in most of the villagers.

(And I’m putting this here, but other PCs shouldn’t know it) And one other possibility terrifies him. That the house, and this man in black, is the force that corrupted his father. And now it’s here to do the same to him.


BTW, I’m not trying to usurp your plot and say that there is any real connection between Russert and the man in black. It’s just the way Rhodhan would think. :-)


Let me know what you think, if there’s anything you want me to change. And if you’d rather start with people with PBP experience, then hopefully I can be an alternate in case someone bows out.
 


ferretguy said:
I'd be interested. Don't know to much of the greyhawk world but I can have a character up in the next couple of days. (got alot of work to do...but want to play in as long of a game as possible.)
Thinking a Dwarven paladin of Moradin. Perhaps felt the pull to this area from the evil in the air...sounds cheesy but always fun!


Don't worry about Greyhawk knowledge...the Greyhawk setting is primarily just background. The game will be primarily site-based; think Tomb of Horrors or Temple of Elemental Evil. And I love the Dwarven paladin of Moradin idea. ;)
 

Telsar:

I haven't gone over your stats and stuff yet, but your background story...holy frickin' crap!...is awesome. Truly awesome. I'm lovin' it! :D Consider yourself the first player to officially join the game.

As far as feats, we'll just stick with the PHB.

I'll go over your stats tomorrow but everything looks good thus far.

Hopefully everybody else will be ready to go by mid-week and we can get started. I'm pumped!
 

I'm honored by the quick responses, everyone.

Johnsemlak (do you want a space in there, or is it one word?), Cannibal Kender, and Ferretguy (same question on the spaces), I look forward to seeing your character proposals.

The house awaits!
 

I am interested, here is my character, so far:


Viviana


Female Halfling Druid1



AL: Neutral Good
Hair: Dark brown
Eyes: Brown
Deity: Obad-Hai
Base speed: 20


Abilities
STR: 10 (+0) [4pts -2 racial]
DEX: 14 (+2) [4pts +2 racial]
CON: 12 (+1) [4pts]
INT: 12 (+1) [4pts]
WIS: 16 (+3) [10pts]
CHA: 10 (+0) [2pts]


HP: 9 (1d8 + 1con)


AC: 16 (10 + 2dex + 1size + 3armor) / 13 / 14


Saves:
FORT: +4 (2base + 1con + 1racial)
REF: +3 (0base + 2dex + 1racial)
WILL: +6 (2base + 3wis + 1racial)


Init: +2 (+ 2dex)


Base attack bonus: +0


Attacks:
Sling: +3 (0base + 2dex + 1racial), 1d3 damage, Threat 20/x2, Range 50 ft.
Quarterstaff: +0, 1d4 damage, Threat 20/x2


Skills:
Concentration 5 (4ranks + 1con)
Handle Animal 6 (4ranks + 2animal affinity)
Knowledge (nature) 7 (4ranks + 1int + 2nature sense)
Spellcraft 5 (4ranks + 1int)
Survival 9 (4ranks + 3wis + 2nature sense)


Feats:
Animal Affinity (lvl1)


Race:
Small creatures
+2 on Climb, Jump and Move Silently
+1 saving throws
+2 saving throws aganis fear
+1 attack with thrown weapons & sling
+2 on Listen


Class:
Spells
Animal Companion
Nature sense (+2 Knowlede (nature) and Survival)
Wild Empathy (as Diplomacy, only with animals)


Languages:
Common
Halfling
Sylvan
Druidic


Equipment:
Backpack
14 days trail rations
Waterskin
Studded leather armor
Quarterstaff
Sling
50 bullets
X gp


Spells:
3/2, Save DC 13 + spell level
0: Create Water, Detect Poison, Know Direction.
1: Entangle, Produce Flame


Crokks (Badger animal companion)
Small Magical Beast
Hit Dice: 1d8 + 2 (10 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 / 14 / 12
Base Attack/Grapple: +0/-5
Attack: Claw +4 melee (1d2 - 1)
Full Attack: 2 claws +4 melee (1d2 - 1) and bite -1 melee (1d3 - 1)
Space/Reach: f ft./5 ft.
Special Attacks: Rage
Special Qualities: Low Light Vision, Scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track, Weapon Finesse
Tricks: Come (DC 15), Down (DC 15), Fetch (DC 15), Heel (DC 15), Seek (DC 15), Stay (DC 15), Track (DC 20)
Special: Link, Share spells


Background:
Viviana lives with her family in a cottage just outside Karin-Kurr and worships Obad-Hai instead of Pelor but, is still fully accepted as a part of the sosciety. Her family has always been fond of the nature and all its wonders, and Viviana learned to speak with the animals from her father, and to communicate with the trees, flowers, and the rest of the woods, from her mother. Viviana is still young, but her little sister Vinnia is younger still. Vinnia, as the rest of the children from the village, is getting sicker by the day after The House got here. Viviana loves her sister with all her heart, and now she want her to be well again. She and her best friend Crokks, is on a mission! To cure Vinnia, and to make the forest feel safe again.


Appearance:
Viviana is a typical young halfling woman. With dark brown hair, and big brown eyes, she looks like innocence itself. She wears brown woolen and leather clothing, and a pair of black leather sandals. She carries a wooden quarterstaff, which she often use as a walking stick as well. A sling and a bag of bullets is attached to her belt. On her back, she carries a light brown backpack, with food and water in. By her side is a little gray badger, always scurrying around, looking for small tasty morsels to satisfy its hunger.
 
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I think I'll create a cleric of either Heironeous or St. Cuthburt (would either fit better in the campaign). Will have stats up soon...
 

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