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Legends of Mistyka: New D&D 3.5 Campaign OOC (Recruiting ended; accepting alts)

airwalkrr

Adventurer
I am looking to run a relaxed campaign set in my homebrew Legends of Mistyka setting. Obviously, I don't expect you to know anything about the setting. I also don't expect you to read any background about it because part of the fun is learning the history as you go along. Suffice it to say it fits most of the archetypal fantasy motifs. There are dwarves, elves, goblins, orcs, wizards, and clerics. If you wish to learn a little more, you can follow the link in my signature to my Legends of Mistyka Story Hour, which is updated semi-daily, however, it will have little to do with the storyline of the campaign.

The campain uses 3.5 rules. Your sources are the d20 SRD, including psionics if you wish. Psionics users are viewed much as spellcasters in the campaign world. Duergar are viewed with approximately as much suspicion and hostility as half-orcs should you choose to play one. Play begins at 1st level with average starting gold for equipment. You can choose your own ability scores, but be reasonable and try to make some interesting choices, such as one low ability score.

Your character is young and inexperienced. He/she doesn't know much about the world but for one reason or another is looking to learn. Your character can be local or from far away, but character background should be generic. In this regard the players will be allowed some input on the story. Develop details as you learn more about the setting. It would be sufficient to say your character is from a distant realm and decide upon that realm later, especially if you think it might make the story interesting. Learning about an evil wizard from Derwinsia and then deciding that evil wizard is responsible for your sister's death is appropriate, as long as you don't make things too personal, such as supposing the wizard was also married to your sister.

The emphasis of the game is storytelling. There will be classic elements of dungeon-crawling, monster-slaying, and of course loot. But most of these elements will be added for effect to enhance the story; they are not the purpose. XP will be given liberally for solutions to problems that involve clever use of skills or abilities, not necessarily combat.

The campaign begins in the town of Dillarak, a crossroads between two nations, the Johak Empire and Macea. Relations between the two countries are cordial. There is therefore a rich variety of characters in this town. Your group has come together to make their fortunes exploring the ruins of Duomir which are only a few days travel away in the foothills of the Titan Mountains.

I will select the first four players who are interested enough to post a character. Backups are welcome in the event of a drop-out. Please feel free to ask any questions. As I said, this is a relaxed campaign. I will try to post updates every day, but there are no guarantees.

Edit: Whenever a Knowledge check is called for, I will post a spoiler block that lists the relevant Knowledge skill and the DC. When you see such a spoiler block, you may roll a Knowledge check and, if successful, read what the block has to say. Now all rolls will need to be made using Invisible Castle, however, as far as peeking at the spoiler block, I am going to use the honor system. This is just a minor measure that I believe will improve pbp play.
 
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Well I'd be very interested to play with you again Air. Don't know if you remember Aredal, the cleric of Pelor I played for a very short while in one of your games. I'd very much like to reincarnate him again ;). I liked the character...

EDIT: Ah, a little rampage through my hard-drive and here he is. Obviously the names of the places need to be changed, which I wish you could help out with:
Code:
Name: Aredal Light
Class: Cleric of the Radiant Church 1
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Age: 22
Height: 5'2"
Weight: 148lb
Eyes: Deep Blue
Hair: Blond
Skin: Fair
Domains:
-Sun (Greater Turning 1/day)
-Healing (Healing spells at +1 caster level)

Str: 12 (+1)
Dex: 11 (+0)
Con: 12 (+1)
Int: 15 (+2)
Wis: 17 (+3)
Cha: 17 (+3)

Level: 1        XP: 0
BAB: 0          HP: 9 (1d8+1)
Grapple: 1      Dmg Red: None
Speed: 30       Spell Res: None
Init: 0         Spell Save: 13 + spell level
ACP: -2         Spell Fail: 0%


                   Base  Armor Shld   Dex  Size   Nat  Misc  Total
Armor:              10     4     0     0     0     0     0    14
Touch:               Flatfooted: 

                         Base   Mod  Misc  Total
Fort:                      2     1           3
Ref:                       0     0           0
Will:                      2     3           5

Weapon                  Attack   Damage     Critical
Light Mace                1       1d6+1       x2


Languages: Common, Elven, Halfling


Abilities:
Turn Undead, Spellcasting.


Feats:
Endurance, Negotiator


Skills: Points: 4x4+4=20
Max Ranks: 4/2         Ranks  Mod  Misc  Total
Concentration            4     1           5
Craft Jewelry            2     2           4
Diplomacy                4     3    2      9
Heal                     2     3           5
Knowledge Arcana         4     2           6
Knowledge History
Knowledge Religion       4     2           6
Knowledge the Planes
Profession
Spellcraft


Spellcasting: 3/2+1
0: Light, Purify food & drink, Mending
1: Protection from Evil, Shield of Faith, Cure Light Wounds(D)


Equipment:                                 Weight
Chain Shirt 100gp                            25
Light Mace 5gp                                4
Backpack 2gp                                  2
Sack 1sp                                     0.5
Bedroll 1sp                                   5
Waterskin 1gp                                 4
Trail Rations x 3 15sp                        3
Flint % Steel 1gp                             -
Wooden Holy Symbol (Sundisc) 1gp              -
Torch x 3 3cp                                 3
Artisan's tools 55sp                          5
7gp, 7sp, 7cp                                 1
                                          --------
                                             52.5

                           Lt     Med       Hvy       Lift    Push
Max Weight:               43lb  44-86lb   87-130lb    130lb   650lb
[sblock=Aredal Light]A bit overzealous cleric of Radiant Church who has an unrelenting hatred towards undead. Aredal was adopted by a clergyman when his parents fell to a plague that was spread by zombies in a now-forgotten village in a distant land. The priest took him to his hometown and he was raised by the clergy who believed he is destined to become a great saint of the faith. Aredal grew to be a compassionate young man who doesn't deny healing from anyone needing it. But two years ago his adoptive father fell battling a vampire and this reminded Aredal of how his real parents too had died because of undead. He decided to devote his life to not only bring light to the world but also to destroy the darkness that is undeath. And an ancient prophecy told of sole survivor of a deadly plague who will become a great high-priest and saint of Radiant Church. Some clerics believe it told about Aredal. After the death of his adoptive father, Aredal took to wandering the world and when he came to Dillarak he heard about the ruins of Duomir. Aredal decided to go and see if there was any adventuring groups that wanted help exploring them.

What Aredal himself don't know is that his adoptive father didn't truly die. He too became a vampire. If Aredal were to find out of this he would face a difficult decision. (This part is to give you an interesting plothook if you want to use it. If not, that's good too.)

Aredal is somewhat short man with deep blue eyes and blond hair, giving him a bit angelic looks. He wears the normal white, yellow and orange garments of his faith. Aredal is aware of the prophesy and knows the fact that many priests believe it tells of Aredal. But Aredal himself is a humble man and have decided to wait and see. If it is his destiny it will come when it will come, and if not, well, in that case it told of someone other. Aredal has a pleasant voice and a face people like to trust.[/sblock]
 
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Happy to have you along Blackrat. Let's hope this campaign lasts longer than the last one. :) I can help you with some adjustments. Religion is very condensed in Legends of Mistyka. You basically have three choices unless you are evil (you will learn about the evil religions in game).

First, there is the Old Faith, which believes in one god, the Ancient. Adherents of the Old Faith may select any domains and be of any alignment although there are different sects keeping the religion anything but unified. The Old Faith is fading from prominence.

Second, there is the Radiant Church, which accepts worshippers of any nonevil alignment and grants divine spells to those of any good alignment. The Radiant Church is a modern establishment that recognizes Radiar as their patron, though they acknowledge the existence of a number of divine beings. They are a sun and light-worshipping sect and are hunters of the undead. That would probably fit Aredal best.

Then there is the New Faith, which holds the goddess Volnara in esteem. She is the goddess of freedom, nature, and individuality. She accepts worshippers of any nonlawful alignment and grants spells to any of chaotic alignment. She has become popular with druids, rangers, and the common folk.

Domains are not hard-and-fast. As long as it isn't blatantly opposed to the god, clerics can have almost any domain they wish. Radiar wouldn't grant the Evil or Death domains for example. Paladins will only serve the Ancient or the Radiant Church, as Volnara is too whimsical for them.

As for assigning place names, I encourage you to simply leave them blank for now and fill them in as you learn more about the world.
 

Yeah, I think this Radiant is my way to go. I suspect I'll keep the domains since they are both pretty good ones, but I'll look through the domain list in SRD before making final call. And leaving the names of places blank seems pretty good idea. I'll update the background in the morning ;).
 

I have an interview here in a second (trying to become a police officer...... I know, Boo me). I would love to play a psion. I will stat him up as tonight after my interview. Probably a egoist or a shaper.
 

My old fellows from that temple of elemental evil game! Nice.

I would like to play a duergar warlock. If warlock are not allowed, then a duergar wizard.
Questions. Do I take the duergar racial traits from the monster manual? If not, from where? Didn't they have level adjustment?
Can I play a warlock? Can I? =D
 

Markon
Human Psion (kineticist)

Code:
Race: Human
Class:  psion 1


Str:  10
Dex: 14
Con: 14
Int:  18
Wis: 14
Cha:  6


HP:  12  (d4 + 2 con + 6 psionic body)
AC:  12  (10 + 2 dex)
BAB: +0
Init:  +2

[i][u]Saving Throws:[/i][/u]

Fort:  2/4  (0 base + 2 con) +2 psicrystal
Ref:   2  (0 base + 2 dex)
Will:   4  (2 base + 2 wis)  


[i][u]Attack:[/i][/u]

Shortspear    +0 to hit    1d6 dmg   crit: x2   range: 20ft

[i][u]Skills:[/i][/u]  

Concentration:  6   (4 ranks + 2 con)
Knowledge (Psionics):  8  (4 ranks + 4 int)
Knowledge (Arcana):  8  (4 ranks + 4 int)
Knowledge (Dungeoneering):  8  (4 ranks + 4 int)
Knowledge (History):  8  (4 ranks + 4 int)
Knowledge (Nobility and Royalty):  8   (4 ranks + 4 int)
Psicraft:  8  (4 ranks + 4 int)
Spot:  +4  (2 wis + 2 psicrystal)


[i][u]Feats:[/u][/i]  (1st level feat + racial bonus feat + class bonus feat)

Psionic Body-- +2 HP for each psionic feat you have
Psicrystal Affinity-- Obtain a psicrystal
Improved Psicrystal-- enhance your psicrystal

[i][u]Powers:[/i][/u]  4 power points   Save DC:  10 + power level + int mod

[u]Control Object[/u]: Telekinetically "bring to life" an inanimate object. 

     Manifesting Time:  1 Standard Action
     Range:  Medium (100ft + 10ft/level)
     Target: One unattended object weighing up to 100lbs
     Duration: Concentration, up to 1 round/level
     Power Point: 1

[u]Disable:[/u]  Convince one or more creatures of 4 HD or less that they are 
disabled.  Freed if they attempt a standard action or take damage. 

     Manifesting Time:  1 Standard Action
     Range:  20ft
     Area:  Cone-Shaped emanation centered on you
     Duration:  1 min/level
     Saving Throw:  Will negates
     Power Point:  1

[u]Energy Ray:[/u]  A ray of energy (cold, fire, sonic, electricity) shoots forth 
from your fingertip and strikes a target within range, dealing 1d6 points of 
damage on a successful ranged touch attack.

     Manifesting Time:  1 Standard Action
     Range:  Close (25ft + 5ft / 2 levels)
     Effect:  Ray
     Duration:  Instantaneous
     Power Point:  1

[u][i]Psicrystal:[/u][/i]

HD: As master's HD (hp 1/2 master's)
Init: +2
Speed: 30ft
AC:  16  (+4 size, +2 dex)

Special Qualities:  Construct Traits, hardness 8, Improved Evasion, Personality, 
     Self-propulsion, Share Powers, Sighted, Telepathic Link. 
Saves:  Fort +0, Ref +2, Will +2
Abilities:  Str 1, Dex 15, Con --, Int 6, Wis 10, Cha 10
Skills: same as owner plus;  Spot +4, Listen +4, Move Silently +6, Search +2
Feats:  Alertness
Personality:  Observant Hero  (+2 spot +2 fort save)


[u][i]Equipment:[/u][/i]  51gp remaining

Shortspear  1gp   3lbs
Backpack    2gp   2lbs
Trail Rations  5gp  10lbs
Signet Ring   5gp
Waterskin    1gp    1lb
Sunrod (5)   10gp  5lbs

Total:   24gp    21lbs
 
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No warlocks, sorry. I'm running this game via the SRD only. Part of the reason is some of the time I will be posting during my breaks at work and won't have access to anything else. Another part of the reason is simplicity. The duergar adjustments as a player race are presented in the SRD under the rules for psionics. They do have a LA of +1, but for purposes of this campaign, that will mean your level progression is staggered by 1. So you won't reach level 2 until 3,000 XP, won't reach level 3 until 6,000 XP, and so on. Same goes for other races with LA such as dromites and half-giants.

Note: I am including a brief update in the original post regarding Knowledge checks. Please check it out.
 


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