Forgotten Realms Campaign- the Stonelands (Full)

Tharune

First Post
A band of wide, rock desolation between the Storm Horns mountains and the barren land of Anauroch, the Stormlands have always been a threat to the peace of Cormyr. For decades, Cormyr's rulers have offered generous land grants to those willing to tame these lands and carve out human holdings. Many have tried; but lately, the 'border raiders' of goblinoids, gnolls and orcs have become far more effective in their tactics. Still, it is an area that promises adventure, treasure and fame to those who can effectively deal with the threat. Are you one of those heroes?

I am starting a Forgotten Realms campaign based on the core 3.5 rulebooks and the FR campaign setting book. Characters should start at 2nd level, with 900gp wealth. Use a 32-point buy system for attributes. Buy mundane items up to masterwork items; no magic, please. The game will be slow, I expect to post 2-3 times per week.

I'm looking for 4 players, possibly 5 at most. Post characters and backgrounds here. Since this is a continuance of the 'basic campaign' thread, I'll give those interested players in that thread priority.

Thanks!
 
Last edited:

log in or register to remove this ad

I saw tha other basic game and instead of posting there I came here.

I would like to be a basic human fighter. One who's family was one of the ones given land to tame. Taught farming at a young age, his father decided to send him to a military academy to help defend the area. While he was gone, an orc raid killed his family. He has come back and he is set on revenge.


Name: Malachy McCourt
6' 170lbs, red hair, freckled skin
Fighter 2
str 14
dex 14
con 14
int 14
wis 12
cha 12

Fort 4
Reflex 2
Will 1
BAB 2

AC 19 (10 +2dex+7 armor)

Melee – +5 d8+2 19/20x2
Longbow, composite +4 1d8 x3 (110 feet)

Feat: Power Attack, Combat Expertise (1st level), Cleave (2nd level),

Skills Ranks Mod Synergy Total
Climb 1 2 0 3
Craft (arrows) 4 2 0 6
Handle Animal 5 1 0 6
Intimidate 5 1 0 6
Ride 5 2 0 7


Possessions:
Chainmail +150
Shield +20
MW Long Sword +315
Longbow, composite +100
Quiver
20 arrows


Back back - Silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations,



Languages: Common, TBD
 
Last edited:

I didn't post in the original thread, so I suppose I'll be at the back of the queue.

However, I'd like to play a male human ranger if you have any room.
 

I'll be posting a wizardy character sometime soon. I'd like to know, however, what sourcebooks you have access to-any of the Complete Series, PGtF, MoF?

Added: I haven't played in a 3.X FR campaign before-some clarifications would be nice. If you could post a way for me to contact you, that would be quite awesome.
 
Last edited:

Hi!

I would be interested in playing if you still have room. My character concept is a male human cleric of [deity to be determined] who has been sent to the Stonelands to minister to the settlers and help against the orc and goblinoid raids.

I can post a complete character later tonight if you are interested (I am currently at work and don't have access to my books).

Thanks!
 

Here we go:

Name: Parneshan Ferevist
Race: Human
Class: Wizard 2
Hit Dice: 2d4+2, 9 HP
Initiative: +1
Speed: 30 feet
AC: 11
Touch: 11
Flat-footed: 10
BAB/Grapple: +1/+0
Attack: Quarterstaff +1 (1d6), Light crossbow +3 (1d8), Alchemist's fire +2 (1d6 for 2 rounds, 1 splash)
Full Attack: Quarterstaff +1 (1d6)
Face/Reach: 5x5/5 ft
Special Attacks: Spells
Special Qualities: Familiar
Saves: Con +1, Ref +3, Will +6
Abilities: Str 10, Dex 12, Con 12, Int 18, Wis 12, Cha 8
Skills: Concentration +6 [5], Decipher Script +9 [5], Knowledge (arcana) +9 [5], Knowledge (dungeoneering) +8 [4], Knowledge (history) +5 [1], Knowledge (religion) +8 [4], Profession (merchant) +2 [1], Spellcraft +9 [5]
Feats: Scribe Scroll, Spellcasting Prodigy, Iron Will
Languages: Celestial, Chondathan, Common, Draconic, Dwarven, Elven
Alignment: Neutral Good
Gender: Male
Age: 28
Height: 5' 8"
Weight: 135 lbs
Region: Sembia
Diety: Mystra

Spells:
Memorized
0: Detect Magic, Prestidigitation, Read Magic, Resistance
1st: Magic Missile x3, Shield
Known
0: All
1st: Disguise Self, Endure Elements, Enlarge Person, Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil, Shield, True Strike
Save DCs
0: 15
1st: 16

Inventory:
Quarterstaff (0 gp)
Masterwork light crossbow (335 gp)
20 crossbow bolts (2 gp)
Alchemist's fire x3 (60 gp)
Scholar's outfit (0 gp)
Spellbook (0 gp)
Spell component pouch (5 gp)
Backpack (2 gp)
Bedroll (5 sp)
Sunrod x3 (6 gp)
78 pp, 5 gp (including 300 gp from region bonus equipment)

Appearance: Parneshan wears a light robe of sturdy grey cloth, fastened to his body with a leather belt about his waist. He carries a crossbow at his side, an oak staff in his hand, and a haversack over his shoulder. A small jingling pouch is securely fastened to his waist, and his hand instinctively drops down to it whenever someone passes him. His messy brown hair comes down to his ear, and jaw sports a fair bit of unshaven stubble. The wizard has narrow eyes of a hue similar to his hair, and his skin is fair and unblemished. His hands are covered in semi-permanant inkstains, and his left hand is missing the tip of his ring finger, the result of a magical accident years ago.

Biography: Parneshan, or Parn to his few friends, spent most of his youth travelling the region of Sembia with his father, a wealthy merchant. His father, named Carnaph, was a trader in various valuable goods, and owned several caravans and a trading post. Parn saw little of his mother, and instead experinced life on the road. His father insisted that he learn by example, but Parneshan rarely paid attention to his father's dull buisness dealings. He prefered to use his spending money to buy books and learn stories and bits of history. Carnaph was on the verge of sending the boy home to live with his mother when his son showed an interest in wizardry. He saw that while raising his son into a poor buisnessman might help him, turning him into a good mage would be much more advantagous.

Parn soon recieved dozens of books on the basics of magic from his father, but despite his great intellect (surpassing some of the mages he bought texts off), he found himself unable to turn theoretical concepts into real spellcasting. A year later, his father gave up on the boy and sent him to his home. Parn was undaunted by his past failures, and before he left his stole as much coin as he could carry from Carnaph and made his way to Ordulin and an academy of magic he had heard of within the new city. He traded his stolen gold for several years of intruction in wizardry, and when he had finished his training he stayed at the school for a time, working off his debt to the academy and raising some small coin for himself. Parneshan soon saw himself following his father's distasteful footsteps-making money for the sake of money-and with his growing disgust for the corruption common in Sembia, left for Cormyr in search of more fulfilling (and better-paying) work.

Familiar
Quiven, Weasel Familiar
Hit Dice: 1/2 2d4, 4 HP
Initiative: +1
Speed: 20 feet, climb 20 feet
AC: 14
Touch: 14
Flat-footed: 12
BAB/Grapple: +1/-3
Attack: Bite +5 (1d3-4)
Full Attack: Bite +5 (1d3-4)
Face/Reach: 2.5 ft/0 ft
Special Attacks: Attach
Special Qualities: Low-light vision, Scent
Saves: Con +0, Ref +2, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: Balance +10, Climb +10 Concentration +5, Decipher Script +3, Hide +11, Knowledge (arcana) +3, Knowledge (dungeoneering) +2, Knowledge (religion) +2, Move Silently +8, Profession (merchant) +2, Spellcraft +3, Spot +3
Feats: Weapon Finesse
Languages: Empathetic communication
Alignment: Neutral Good
Gender: Male
Age: 2
Height: 17" long
Weight: 3 lbs
 

Very basic campaign- I'll stick with PH, DMG, MM, house-converted and designed monsters, and the Forgotten Realms Campaign book. I have complete warrior and complete arcane, tho I won't be drawing from them.

The best e-mail to reach me right now would be: veazeyae@gmail.com
 

Looks like we have a fighter, a ranger, a cleric, a wizard, and possibly a sorceror/thief if I hear from Darik. That sound about right to everyone?


I'll probably close the recruitment tonight.
 

Jareth Trueshield, Priest of Helm

Hi, here is my character:

Name: Jareth Trueshield
Race: Human (Chondathan)
Age: 23
Description: Male, 6 ft tall, 175 lbs, tan skin, dark brown hair cropped short, green eyes
Region of Origin: Western Heartlands (Berdusk)
Languages: Chondathan, Common
Alignment: Lawful Good

STR: 14 / +2
DEX: 12 / +1
CON: 14 / +2
INT: 10 / 0
WIS: 15 / +2
CHA: 14 / +2

Class: Cleric of Helm
Level: 2
XP: 1,000
Hit Points: 16 (10 [max] 1st level; +6 2nd level)
Armor Class: 16 (10 + Dex + MW Breastplate)
Touch AC: 11
Flat-Footed AC: 15

Saves: Fort +5, Reflex +1, Will +5
Initiative: +1
Speed: 20 feet

BAB/Grapple: +1/+3
Weapons:
MW Bastard Sword (+4; 1d10+3; 19-20/x2)
Light Crossbow (+2; 1d8; 19-20/x2)
Aspergillum [ranged touch attack to dispense holy water] (+2; 2d4 undead)

Skills (Ranks + Ability Mod):
Concentration +11 (5+Con+Combat Casting)
Craft weaponsmithing +1 (1+Int)
Craft armorsmithing +1 (1+Int)
Heal +9 (5+Wis+Healer’s Kit)
Knowledge arcana +1 (1+Int)
Knowledge history +1 (1+Int)
Knowledge religion +1 (1+Int)

Feats:
Combat Casting (bonus Human feat)
Martial Weapon Proficiency (1st Level feat)

Class Abilities:
Turn Undead – 5 times/day
Domains – Protection, Strength
Domain Abilities:
1)Protective Ward 1/day – grant person touched a resistance bonus equal to cleric level on next saving throw; duration 1 hour; supernatural ability
2)Feat of Strength 1/day – gain enhancement bonus to Str equal to cleric level; duration 1 round; free action to activate; supernatural ability

Spells Commonly Prepared:
0 Level: Create Water, Detect Magic, Guidance, Resistance
1st Level: Bless, Magic Weapon, Protection from Evil, Sanctuary (domain spell)

Mount: "Watcher" - Light Warhorse (150 gp)

Inventory - Items Worn/Carried:
Masterwork Bastard Sword (Western Heartlands region bonus equipment)
Masterwork Breastplate (350 gp)
Silver Holy Symbol of Helm (25 gp)
Light Crossbow (35 gp)
Case of 10 Bolts (1 gp)
Leather Backpack (2 gp)
Healer’s Kit (50 gp)
Traveler’s Outfit (1 gp)
Bedroll (1 sp)
Winter Blanket (5 sp)
Waterskin, full (1 gp)
Trail Rations, 5 days (2 gp, 5 sp)
Sunrods, 5 (10 gp)
Flint and Steel (1 gp)
Whetstone (2 cp)
Holy Water, 3 flasks (75 gp)
Aspergillum (5 gp) [FRCS p. 95]
10 pp, 9 gp, 6 sp, 3 cp
Total Encumbrance: 80 lbs.

Inventory - Mount:
Bit and Bridle (2 gp)
Military Saddle (20 gp)
Saddlebags (4 gp)
Feed, 5 days (2 sp, 5 cp)
Crossbow Bolts, 2 cases, 10 bolts each (2 gp)
Holy Water, 2 flasks (50 gp)
Waterskins, 3, full (3 gp)
Total Encumbrance (including rider and gear): 360 lbs.

Biography:
Jareth Trueshield spent his youth within the temple complex of Helm in the city of Berdusk. His father was the weapons- and armorsmith for the temple. Jareth showed little talent for smithwork, but heard the call to serve Helm and entered the clergy at the age of 16.

When news arrived of the war with the Devil Dragon and hordes of orcs and goblinkin in the kingdom of Cormyr, the temple of Helm in Berdusk sent a contingent of warriors, paladins, and clerics to aid the beleaguered kingdom. With the gift of the finest sword crafted by his father, Jareth accompanied the contingent to Cormyr. The Helmite contingent arrived near the end of the fighting, but remained in Cormyr to aid with the reconstruction and hunting of the remaining orcs and goblinkin. Afterwards, with the permission of the Steel Regent and the temple of Helm in Berdusk, Jareth’s contingent constructed the Lodge of the Silent Vigil on the edge of the Stonelands at the end of one of the passes through the Storm Horn mountains in order to aid Cormyr’s defense against further incursions.

Watcher, Light Warhorse
Large Animal
Hit Dice: 3d8+9
Hit Points: 25
Initiative: +1
Speed: 60 ft. (40 ft. with med. load)
Armor Class: 14
Touch AC: 10
Flat-Footed AC: 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 Hooves +4 melee (1d4+3) and Bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: None
Special Qualities: Low-light vision, Scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Carrying Capacity: Light 0-230 lbs., Medium 231-460 lbs., Heavy 461-690 lbs.; Drag 3,450 lbs.
 
Last edited:

Hey, didnt see the link till now, im working on my character right now.

My character is now complete :)


CHARACTERISTICS

Character Name: DRAIK FALADORN

Player Name: DARIK
Class and Level: ROGUE/SORCERER LVL1/LVL1
Race: HUMAN
Alignment: CG
Deity:
Size:MEDIUM
Age:20
Gender:MALE
Height:5'5
Weight:120
Eyes:BLUE
Hair:BLONDE
Skin:WHIE

ABILITY MODIFIERS

STR 12 +1
DEX 14 +2
CON 12 +1
INT 12 +1
WIS 12 +1
CHA 16 +3
HP ROGUE=6/SORCERER=4=10
AC14=+2+10+2
TOUCH=12
FLAT-FOOTED=12
INITIATIVE= 6

SAVING THROWS

FORTITUDE +0
REFLEX +2
WILL +2
BASE ATTACK BONUS +0
SPELL RESISTANCE
GRAPPLE

Weapons

Weapon:QUARTERSTAFF
Attack Bonus: +1
Damage: 1D6/1D6
Critical: x2
Range:
Type: BLUDGEONING
Notes:
Weapon: REPEATING LIGHT CROSSBOW(250GP)
Attack Bonus: +1
Damage: 1D8
Critical: 19-20
Range: 80FT.
Type: PIERCING
Notes
ARMOR/PROTECTIVE ITEM: LEATHER
TYPE: ARMOR
AC BONUS: +2
MAX DEX: +6
CHECK PENALTY: 0
SPELL FAILURE: 10%
SPEED:30FT
WEIGHT:20LBS.
SP:(10GP)
Skills 0 SKILL POINTS RANKS 4

ROGUE

APPRAISE INT 5=4+1
BALANCE DEX
BLUFF CHA 7=4+3
CLIMB STR 5=4+1
CRAFT INT 5=4+1
DECIPHER SCRIPT INT
DIPLOMACY CHA
DISABLE DEVICE INT 5=4+1
DISGUISE CHA
ESCAPE ARTIST DEX
FORGERY INT
GATHER INFORMATION CHA
HIDE DEX 6=4+2
INTIMIDATE CHA
JUMP STR
KNOWLEDGE (LOCAL) INT
LISTEN WIS
MOVE SILENTLY DEX 6=4+2
OPEN LOCK DEX 6=4+2
PERFORM CHA
PROFESSION WIS
SEARCH INT
SENSE MOTIVE WIS
SLIEGHT OF HAND DEX
SPOT WIS
SWIM STR
TUMBLE DEX
USE MAGIC DEVICE CHA
USE ROPE DEX 6=4+2
SORCERER SKILLS 4 SKILL POINTS RANKS 4

BLUFF CHA
CONCENTRATION CON 5=4+1
CRAFT INT
KNOWLEDGE(ARCANA) INT 5=4+1
PROFESSION WIS
SPELLCRAFT INT 5=4+1

CAMPAIGN

the Stonelands

GEAR
ARMOR/PROTECTIVE ITEM: LEATHER
TYPE: ARMOR
AC BONUS: +2
MAX DEX: +6
CHECK PENALTY: 0
SPELL FAILURE: 10%
SPEED:30FT
WEIGHT:20LBS.
SP:(10GP)

PROTECTIVE ITEM

AC BONUS
WEIGHT
SPECIAL PROPERTIES

OTHER POSSESSIONS

300 CROSSBOW BOLTS(40GP)
BACKPACK(2GP)
BEDROLL(1SP)
WINTER BLANKET(5SP)
FLINT AND STEEL(1GP)
BELT POUCH(1GP)
1 RATIONS(5SP)
TENT(10GP)
SPELL COMPONENT POUCH(5GP)
THIEVES'TOOLS(30GP)

FEATS

IMPROVED INITIATIVE
QUIKEN SPELL

SPECAIL ABILITIES

SNEAK ATTACK +1D6,TRAPFINDING
SUMMON FAMILIAR

SPELLS

SPELLS PER DAY
5-0 LVL SPELLS
3-1ST LVL SPELLS
KNOWN
4-0 LVL SPELLS
OPEN/CLOSE
DETECT MAGIC
READ MAGIC
GHOST SOUND
2-1ST LVL SPELLS
SHIELD
MAGE ARMOR

LANGUAGES

COMMON
ELVES

MONEY

565GP

Ill think of a Bio for him later ok.
 
Last edited:

Remove ads

Top