Deep Water and Shoals - A Swashbuckling Campaign

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Xael said:
Yay! :D

My rolls:

6 (-2) Strength
14 (+2) Wisdom
14 (+2) Intelligence (16 as a drow)
12 (+1) Dexterity (14 as a drow)
5 (-3) =Probably Constitution... (If I make a drow it's 3!)
11 (-) Charisma (DMG/MM version drow= 9, FRCS drow=13)

Ability modifiers (before drow adjustments) come to 0 (2+2+1-2-3=0).

I love my dice.

Starting game with 2 or 3 HP!

:cool:

That qualifies as "hopeless" as per the core rules. You can reroll those stats. See PHB page 8. :)
 


garyh said:


That qualifies as "hopeless" as per the core rules. You can reroll those stats. See PHB page 8. :)

I thought so, but I couldn't check it out since I didn't have my PHB.
New scores are a "little" better.
 

More questions:

How do people react to drow in the gameworld?

Is the drow -2 adjusment to charisma (for males :rolleyes: ) applicable in your world, as it seems that it depends on the gameworld (in Forgotten Realms, males too get +2 to CHA).

Any details of the world would be helpful for the character history.

My character's going to be a cartographer, how much do I have to pay to get a s***load of maps?

Does the Knowledge: Architecture & Engineering include knowledge about explosives?
 

Xael said:
How do people react to drow in the gameworld

They add an "n" at the end of drow. :D

Granted, I have no objection to this, as that puts them firmly into my message-based campaign, which is set underwater.
 

Xael: We're using the DMG version of the drow.

Here is my take on drow in this game: Drow have never, never, ever come to the surface. If your character is a drow, people will not know what to make of him, as they have never seen anything like him before.

My rationale for drow not coming to the surface is twofold: A) they hate light, and B) they have had no reason to.

However, depending on the crew, they may view your drow character as a "jonah," which is a sailor's term for anything that brings bad luck. Hence the -2 Cha (which I will have apply to all sexes).

I'll send you some information about what drow in my world are really like, as I don't feel like typing it all here.

A sh*tload of maps...hmm...Is that an exact sh*tload? :D

I would say about 50 gold for 100 maps.

For knowledge of explosives, you would need Profession: Artillerist. This skill is used to aim and fire cannon and also entails a large amount of knowledge on the subject of explosives.

And I will post world info for everybody at some point today.
 

OOC:YAH!! I rolled an 18!!!
I never roll an 18...
Er, sorry, I lost it for a sec.
Rolled (and kept in order for roleplaying fun)
13-11-16-18-13-15

Nicodemus Arfaliunium
Dwarf Wizard 3 Align:NG
Str 13 Dex 11 Con 18 Int 18 Wis 13 Cha 13
HP 23 (4@1st 3,2 +12 Con)
Heavy emphasis on Alchemical Items etc...
(I hope whatever ship we may be on has a steel-lined hull :D )

'll post him in full asap.

OC:Garyh, I live in San Francisco and have a group that meets in Dublin on Sundays, let me know if you ever want to come and play (1 other guy is from Sac).
 

As promised, some world info (btw, everyone in the game will be sent via email a map of the gameworld, complete with ocean currents and prevailing winds, for your viewing pleasure [and plotting voyages])

There are three continents in the gameworld, which I still haven't thought of a good name for yet. For now, it will be known as The World (because as far as its inhabitants know, there is no other).

The first continent contains the most advanced civilizations. The twin empires of Espirante and Iberrea are the most dominant political powers in the continent, known as the Middle Land. A few smaller and less important powers, such as the Kingdom of Hull, a small country on a rocky peninsula to the north of the Southern Empires, and the landlocked Principality of Demorre.

The Middle Land, so called because it is midway between the Great East, called Rokugan by its inhabitants, and the Elven Territories in the Dim West, is a bustling hub of trade. Colonizing vessels from Hull, Espirante, and Iberrea travel west across the storm-tossed Sundering Sea to the fabled Dim West (dim both because it is far away, and because the sun sets in the west). Trade ships travel between Hull, Espirante, and Iberrea, and also out to the Great East, to the fabulously wealthly lands of Rokugan and Akbar. Although Rokugan and Akbar also house great civilizations, they have become somewhat obsolete since the Middle Lands kingdoms developed carracks and galleons and gunpowder. Additionally, at least two of the four great political powers are constantly at war with one another. The Principality of Demorre, for example, wants a deep water port, which none of the other powers will allow it, Hull wants a greater share in colonizing the Dim West, and the Southern Empires, being both wealthy, rich empires with huge amounts of territory, naturally hate each other. Also, a dozen or so smaller states constantly try to force themselves into greater importance in the whole confused mess.

History of the Middle Lands

The Middle Lands have recently undergone an epiphany. Not more than three hundred years ago, they were a stew of backwards kingdoms, run rampant with evil cultists, judgemental paladins, sorcerers and wizards who all seemed to be certified pyromaniacs, and to top it all off, wandering monsters everywhere. For hundreds of years, this foul soup of "adventurers," dragons, cultists, the undead, and evil plots to overthrow or dominate the world ran amok, and as a result, Progress and Enlightenment ground to a halt. These were the Dark Ages.

Until, that is, two hundred years ago, when the Great Progress, or the Rennaissance, as the Iberreans call it, began. A few tough individuals with the right stuff rose to power. The rise to power of these leaders fortunately coincided with the discovery of gunpowder. Adventurers, dragons, cultists, the undead, and wandering monsters were no match for gunpowder, Enlightenment, and an organized military. Dragons, cultists, the undead, and wandering monsters where extinguished with large, professional armies using flintlock muskets, supported by regimental sorcerers (one to a regiment), and very harsh Laws for the Restriction of Adventuring were put in place. Thus Great Progress began its irrestistable march forward.

Of course, there were still many adventurous individuals. Without an output for their energies in the form of adventuring, they mostly joined the military, and as a result, wars became quite common. Soon, however, shipbuilding technology had progressed to the point where long ocean voyages were possible. The Great East was discovered first, by an Espirantish explorer named Juan de Casco. Trade expeditions soon followed, and then the Iberreans and finally the Hullish caught on. With countries all pouring their efforts into trade and exploration, there was a dramatic reduction in wars and illegal adventuring.

Some time later, in the year 346 GP*, a Hullish explorer, John Standish, attempting to sail westward to the Great East, stumbled upon the Dim West, making first contact with the Grugach, the Wild Elves, whom he reported to be "savages of the highest order." He recieved a more favorable greeting from some High Elves on his second voyage. While he noted that they were nearly as advanced as the people of the Middle Lands, he also noted that they used only bronze, and hated and feared both iron and steel. Although the Elves did not know much of seafaring at first, they were quick learners, and with their millenias-long lifespans, soon had a sizable fleet of swift, dangerous Galleys.

Thats as far as I'll get tonight, as I'm tired of typing. But what do the players think? Questions/criticisms/concerns, please tell me.
 

Uriel_fire_of_Heaven said:
OC:Garyh, I live in San Francisco and have a group that meets in Dublin on Sundays, let me know if you ever want to come and play (1 other guy is from Sac).

Thanks for the offer, Uriel. I think that's a bit far for me, though. I'm working on finalizing a game in Sac, so hopefully I can get my live D&D fix soon. :)
 

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