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[D&D 3.5] Paths of Legend: Paths of Madness (OOC)
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<blockquote data-quote="crazy_monkey1956" data-source="post: 4711907" data-attributes="member: 49514"><p><em>The day of your execution looms near.</em></p><p><em></em></p><p><em>Imprisoned in the capital city of the land of the Red Wizards, Thay, you await your ultimate fate.</em></p><p><em></em></p><p><em>Perhaps you are wrongly accused, your pleas for a fair trial falling on deaf ears.</em></p><p><em></em></p><p><em>Perhaps you are as guilty as they claim, committing a crime for reasons only you can truly know.</em></p><p><em></em></p><p><em>Whatever your reason for being here, you are here. In two days time, death will come.</em></p><p><em></em></p><p><em>Or will it?</em></p><p><em></em></p><p><em>A fellow prisoner, a half-mad gnome, whispers to you in the dark of night. He knows of an escape, though the path is long and frought with peril. </em></p><p><em></em></p><p><em>But, however slim it may be, your chances of staying alive are better there than they are here.</em></p><p></p><p>This game is a sister game to the Azgundi Tournaments, telling a tale of events happening in another part of the world. The stories will affect eachother and may eventually come together, but for now, they are seperate and have very different stories to tell.</p><p></p><p>This game is set in my <a href="http://forums.gleemax.com/showthread.php?t=1080705" target="_blank">Paths of Legend Campaign Setting</a>. Specifically, in the 3.5 era of the setting, in the nation of Thay in the spring of the year 1152.</p><p></p><p><strong>Character Creation</strong></p><p></p><p>The following guidelines should be used when creating your character.</p><p></p><p>32 Point Buy ability scores</p><p>Starting Level: 6</p><p>Hit Points: Max at 1st level; average for your Hit Die after 1st level (d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)</p><p>Starting Gold and Equipment: None (characters will have the opportunity to salvage gear and supplies when they escape); mention of significant items in the character's background (with a value of up to 1/2 of the starting gold for a 6th level character) <em>may</em> lead to the discovery of those items at some point in the game.</p><p></p><p>A note on familiars and animal companions: Sadly, any such creatures were slain when the characters were imprisoned. Characters will have the opportunity to acquire new ones during game play. Paladin special mounts are not affected by this stipulation (ie, they are still available). Psi-Crystals would've been confiscated as gear and <em>may</em> be able to be recovered (see equipment, above).</p><p></p><p>A note on background: Background is fairly important and the more detailed it is and the better it fits the setting, the more I'll have for your character to do. In addition, I have two "Special Roles" available, one for an evil human character and one for a good or neutral psionic character of any race. Please PM me if you are interested in one of these roles.</p><p></p><p>A note on alignment: Any and all alignments are playable in this game as the escaping prisoners are just as likely to actually be guilty as they are to be wrongly imprisoned. Circumstance has thrown the characters together and part of the initial roleplaying aspect of the game will be figuring out how they will work together (or even if they will work together).</p><p></p><p>The following books (sblocked) are available to use for character options.</p><p>[sblock=Available Sources]Player's Handbook 3.5</p><p>Dungeon Master's Guide 3.5</p><p>Monster Manual 3.5</p><p>Complete Adventurer</p><p>Complete Arcane</p><p>Complete Divine</p><p>Complete Scoundrel</p><p>Complete Warrior</p><p>Deities and Demigods (updated to 3.5)</p><p>Expanded Psionics Handbook (see note 1)</p><p>Libris Mortis</p><p>Manual of the Planes (updated to 3.5)</p><p>Monster Manual II (updated to 3.5)</p><p>Monster Manual III</p><p>Races of Eberron</p><p>Rules Compendium</p><p>Savage Species (see note 2)</p><p>Spell Compendium</p><p>Unearthed Arcana (see note 3)</p><p></p><p>Options from the following books can also be used, but the DM and the player will need to work out 3.5 updates for anything not already updated in other material.</p><p></p><p>Defenders of the Faith</p><p>Living Greyhawk Gazetteer</p><p>Song and Silence</p><p>Sword and Fist</p><p>Tome and Blood</p><p></p><p>Note 1: Psionics characters have special background considerations in this setting. If you wish to create a psionic character, please let me know and I'll give you the juicy details.</p><p></p><p>Note 2: Monster progressions are all updated by yours truly and available on request.</p><p></p><p>Note 3: The only options currently available from this book are: Paragon Races, Specialist Wizard Variants.[/sblock]</p><p></p><p>The following House Rules (sblocked) are in effect for this game.</p><p>[sblock=House Rules]Human Racial Traits: Humans get Common and the language of their nation of origin as Automatic Languages.</p><p></p><p>Half-Elf Racial Traits: Half-Elves must choose between Elven and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised.</p><p></p><p>Half-Orc Racial Traits: Half-Orcs must choose between Orc and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised. Orc is added to the list of Bonus Languages if the character chooses a human national language as their Automatic Language.</p><p></p><p>Languages: In addition to the standard languages, the following Human national languages are added to the list: Azgundi, Djihon, Drukkari, Emiran, Tureni, Thayvian.</p><p></p><p>The spells <em>detect chaos</em>, <em>detect evil</em>, <em>detect good</em>, and <em>detect law</em> only work against creatures, spells, items and other effects that have the appropriate alignment subtype. They also detect an individual that has an alignment aura as a class feature (clerics with access to an alignment domain, paladins, and blackguards).</p><p></p><p>New Feats</p><p></p><p>Wild Empathy [General]</p><p></p><p>You have an affinity for dealing with animals and magical beasts. </p><p>Benefit: This Feat works like the druid and ranger class ability, except the character adds her character level and her Charisma modifier to the d20 roll.</p><p>Special: Druids and Rangers automatically have Wild Empathy as a bonus feat. They need not select it.</p><p></p><p>Animal Companion [General]</p><p></p><p>The character may select an animal companion.</p><p>Prerequisites: Wild Empathy</p><p>Benefit: This Feat works like the druid and ranger class ability, except the character uses her character level to determine the animal companion's abilities and what alternative companions are available at higher levels.</p><p>Special: Druids automatically have Animal Companion as a bonus feat. They need not select it. Rangers receive Animal Companion as a bonus feat at 4th level.</p><p></p><p>The druid and ranger class features Animal Companion and Wild Empathy are replaced with these feats.</p><p></p><p>NPC Classes: Adepts, Commoners and Warriors don't speak Common. They may purchase it with skill points or select it as a Bonus Language if it is listed in their race's Bonus Languages section (this includes an entry of "Any" such as with Humans and Half-Elves).</p><p></p><p>Dragon Disciples: At each level where the Dragon Disciple would normally gain Bonus Spells, the Dragon Disciple instead gains an increase to their spellcasting level, spells known, and spells per day as if they had gained a level in a spontaneous arcane casting class (Sorcerer or Bard usually). If they have more than one spontaneous arcane casting class, they must choose which one to add the spellcasting level to.[/sblock]</p></blockquote><p></p>
[QUOTE="crazy_monkey1956, post: 4711907, member: 49514"] [I]The day of your execution looms near. Imprisoned in the capital city of the land of the Red Wizards, Thay, you await your ultimate fate. Perhaps you are wrongly accused, your pleas for a fair trial falling on deaf ears. Perhaps you are as guilty as they claim, committing a crime for reasons only you can truly know. Whatever your reason for being here, you are here. In two days time, death will come. Or will it? A fellow prisoner, a half-mad gnome, whispers to you in the dark of night. He knows of an escape, though the path is long and frought with peril. But, however slim it may be, your chances of staying alive are better there than they are here.[/I] This game is a sister game to the Azgundi Tournaments, telling a tale of events happening in another part of the world. The stories will affect eachother and may eventually come together, but for now, they are seperate and have very different stories to tell. This game is set in my [url=http://forums.gleemax.com/showthread.php?t=1080705]Paths of Legend Campaign Setting[/url]. Specifically, in the 3.5 era of the setting, in the nation of Thay in the spring of the year 1152. [B]Character Creation[/B] The following guidelines should be used when creating your character. 32 Point Buy ability scores Starting Level: 6 Hit Points: Max at 1st level; average for your Hit Die after 1st level (d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5) Starting Gold and Equipment: None (characters will have the opportunity to salvage gear and supplies when they escape); mention of significant items in the character's background (with a value of up to 1/2 of the starting gold for a 6th level character) [I]may[/I] lead to the discovery of those items at some point in the game. A note on familiars and animal companions: Sadly, any such creatures were slain when the characters were imprisoned. Characters will have the opportunity to acquire new ones during game play. Paladin special mounts are not affected by this stipulation (ie, they are still available). Psi-Crystals would've been confiscated as gear and [I]may[/I] be able to be recovered (see equipment, above). A note on background: Background is fairly important and the more detailed it is and the better it fits the setting, the more I'll have for your character to do. In addition, I have two "Special Roles" available, one for an evil human character and one for a good or neutral psionic character of any race. Please PM me if you are interested in one of these roles. A note on alignment: Any and all alignments are playable in this game as the escaping prisoners are just as likely to actually be guilty as they are to be wrongly imprisoned. Circumstance has thrown the characters together and part of the initial roleplaying aspect of the game will be figuring out how they will work together (or even if they will work together). The following books (sblocked) are available to use for character options. [sblock=Available Sources]Player's Handbook 3.5 Dungeon Master's Guide 3.5 Monster Manual 3.5 Complete Adventurer Complete Arcane Complete Divine Complete Scoundrel Complete Warrior Deities and Demigods (updated to 3.5) Expanded Psionics Handbook (see note 1) Libris Mortis Manual of the Planes (updated to 3.5) Monster Manual II (updated to 3.5) Monster Manual III Races of Eberron Rules Compendium Savage Species (see note 2) Spell Compendium Unearthed Arcana (see note 3) Options from the following books can also be used, but the DM and the player will need to work out 3.5 updates for anything not already updated in other material. Defenders of the Faith Living Greyhawk Gazetteer Song and Silence Sword and Fist Tome and Blood Note 1: Psionics characters have special background considerations in this setting. If you wish to create a psionic character, please let me know and I'll give you the juicy details. Note 2: Monster progressions are all updated by yours truly and available on request. Note 3: The only options currently available from this book are: Paragon Races, Specialist Wizard Variants.[/sblock] The following House Rules (sblocked) are in effect for this game. [sblock=House Rules]Human Racial Traits: Humans get Common and the language of their nation of origin as Automatic Languages. Half-Elf Racial Traits: Half-Elves must choose between Elven and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised. Half-Orc Racial Traits: Half-Orcs must choose between Orc and a human national language as an Automatic Language in addition to Common. This is representative of where the character was raised. Orc is added to the list of Bonus Languages if the character chooses a human national language as their Automatic Language. Languages: In addition to the standard languages, the following Human national languages are added to the list: Azgundi, Djihon, Drukkari, Emiran, Tureni, Thayvian. The spells [I]detect chaos[/I], [I]detect evil[/I], [I]detect good[/I], and [I]detect law[/I] only work against creatures, spells, items and other effects that have the appropriate alignment subtype. They also detect an individual that has an alignment aura as a class feature (clerics with access to an alignment domain, paladins, and blackguards). New Feats Wild Empathy [General] You have an affinity for dealing with animals and magical beasts. Benefit: This Feat works like the druid and ranger class ability, except the character adds her character level and her Charisma modifier to the d20 roll. Special: Druids and Rangers automatically have Wild Empathy as a bonus feat. They need not select it. Animal Companion [General] The character may select an animal companion. Prerequisites: Wild Empathy Benefit: This Feat works like the druid and ranger class ability, except the character uses her character level to determine the animal companion's abilities and what alternative companions are available at higher levels. Special: Druids automatically have Animal Companion as a bonus feat. They need not select it. Rangers receive Animal Companion as a bonus feat at 4th level. The druid and ranger class features Animal Companion and Wild Empathy are replaced with these feats. NPC Classes: Adepts, Commoners and Warriors don't speak Common. They may purchase it with skill points or select it as a Bonus Language if it is listed in their race's Bonus Languages section (this includes an entry of "Any" such as with Humans and Half-Elves). Dragon Disciples: At each level where the Dragon Disciple would normally gain Bonus Spells, the Dragon Disciple instead gains an increase to their spellcasting level, spells known, and spells per day as if they had gained a level in a spontaneous arcane casting class (Sorcerer or Bard usually). If they have more than one spontaneous arcane casting class, they must choose which one to add the spellcasting level to.[/sblock] [/QUOTE]
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[D&D 3.5] Paths of Legend: Paths of Madness (OOC)
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