[OOC] Dungeon Adv. Path: Life's Bazaar

Old Fezziwig

Thanks for the sour persimmons, cousin.
This is the OOC thread for Kajamba Lion's Dungeon Adventure Path: Life's Bazaar.

IC thread
Rogues Gallery thread

Is there an interest in running through the entire path? I'd be very interested in DMing if folks wanted to play. It's just a thought right now. I'm looking at something like this:

* 4-6 players — party must include at least one of each of the following: (1) Ftr, Bbn, Rgr, or Pal, (2) Wiz or Sor, (3) Clr, and (4) Rog. The other slots are wildcard slots — psionic characters, monks, bards, druids, can go in these or we can have more of the 4 above. It's all good to me as long as I have the basic four slots filled. I'll be using the Book of Hallowed Might alt.Ranger for the campaign, and if people wanted to use NG or CG paladins as described in the same book, I'm fine with that. Also available: the Archer class and the Archer-Ranger from Ambient's Three Arrows for the King.
* Characters developed with standard array (15, 14, 13, 12, 10, 8, arrange as desired) and must be good or neutral (no evil, please). Races would be all the standard PHB races, although I've got two homebrew races (a dwarven subrace and a variant kobold) that I'd be willing to let people play if they were interested. I also just found a Hobgoblin variant, too, so that's in the mix as well. I'll post it in a bit.
* We'd be playing in a fairly generic homebrew which I'd be more than happy to develop based on character backgrounds (the first adventure in the path is set in a city) and what not. The PHB gods would be in effect for the world, although I'd consider gods from the FRCS if someone absolutely had to use one.
* Skills: classes get 2 extra skill points across the board. For instance a cleric would now get (4+Int mod) x 4 at 1st, and 4+Int mod every level thereafter. Bluff and Diplomacy are class skills for the sorceror. Feats: Skill Focus gives +3.
* Spells from the FRCS, Dragon 302, Manual of the Planes, Magic of Faerûn, Oriental Adventures, Book of Eldritch Might (I-III), and Book of Hallowed Might would all be in play (divine casters would have to exchange one spell off the PHB list to pick up a new spell, though). Skills and Feats from the same sources would be available as well, including: Dragon (Issues 302, 304), Heroes of High Favor: Half-Orcs, and Heroes of High Favor: Elves.

Anyhow, that's all I can think of right now, let me know if you're interested!

Best,
tKL
 
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Seeing as Heavy G's non-iconics adventure recently came to a close, I'm at a bit of a loose end with regard to PBP gaming, so I'd love to play. I'm a big fan of bards, and would really look forward to playing one (my first in 3rd edition), assuming that the four core slots could be filled. If not, I'd be more than happy to play a rogue, or a wizard.

You can check out the non-iconics adventure (link in my .sig) to see if my writing style/posting frequency would fit your style of play.

I'll go and consider building a bard under the guidelines you posted, and get back to you with a background and profile after you've got some more responses and been able to gauge interest in the campaign.


(By the way, I'm glad to see a campaign using the standard array of statistics - I've never created a character using less than 28-point buy, so this should be interesting. Your other changes/guidelines (especially the bonus skill points across the board) seem well thought-out, and well balanced aswell.)
 

Hey, it'd be great to have you in, Jalon, and a bard is fine — you're here first, so that works for me. As far as posting frequency, I'm not at a point where I've thought much about it yet, except that every day is too much for me to handle and once a week is probably not enough, but I'll certainly take a look at your sig and the other game (that is to say, I'm sure your frequency is fine). :) Hopefully we'll get some more folk interested.

As far as the changes, I can't really take too much credit for them — they're based on stuff I keep on seeing on the boards, and I'm at the point where I think that that many people can't be wrong. :p People seem to be constantly harping on the ranger, and I like the BoHM version. The sorceror really should have Cha based class skills, and I'm not sure the extra 2 points per level will make much of a difference after 1st. I'll be changing a few other things (DR, Harm, Haste, Teleport, etc.), likely based on what snippets come out about 3.5e, but they won't matter much in this first adventure, as far as I can see.

Best,
tKL
 


What do you mean by 'the entire path'? If you're talking about taking characters from level 1 to as high as they'll go, count me in!

I'd be interested in playing a cleric. I haven't played one since 3e came out. The only Pbp I'm in that's active right now is Dreamthief's Gobquest.
 

Hi, Douane. :) Good to see that you're interested. We're still in the planning stages over here, so things are up in the air, but in the meantime, I thought I'd throw something up for folks to look at (thought of it when you said "or ranger"). The first is my dwarf subrace, the second is my kobold.

Best,
tKL

-----------------------------
Swamp Dwarves are the descendants of the ancient hill dwarf tribes that previously lived in the broken lands north of the Chasm. Forced to evacuate their ancient homes during the failed Fourth Pelorian Crusade, they settled in the Great Western Swamp, between the Sink and the southern edge of the Caerrhenians. Over the five centuries since their migration, the swamp dwarves have tamed the swamp as much as possible for a non-native people.

* +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor.
* Medium-size, 20 ft. base speed.
* Darkvision 60 ft.
* Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue.
* +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact.
* +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the broken lands, it became necessary for the swamp dwarves to readapt their training to new foes.
* +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp.
* +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming.
* Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Orc, Terran, Elf, Draconic (Lizardfolk dialects specifically).
* Favored Class: Ranger.

Canis Kobolds are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities.

*-4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races.
*Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC.
*Low-light vision 60 ft.
*+1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky.
*+2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be.
*+2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain “smell wrong.” Things that may hide scents generally negate this ability.
* Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule.
* Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Gnome, Orc, Sylvan.
* Favored class: Rogue.
 

Dog Faced God said:
What do you mean by 'the entire path'? If you're talking about taking characters from level 1 to as high as they'll go, count me in!

Hey, Dog Faced God. :) I'm talking about taking this through the Dungeon Adventure Path as far as we can take it through the modules they release. So, yep, it's as high as we can go (or at least as long as we can go). Kind of ambitious, but I think it'll be okay as they're premade adventures that I'll be tailoring the world to and not the reverse. Anyhow, glad to have you on board.

Best,
tKL
 


More homebrew races!

Best,
tKL

The Hobgoblins of the Northern Reaches live in villages built into the walls of the Chasm. Despite their savage appearance, these hobgoblins are renowned throughout the Northern Reaches for their honorable and noble behavior. Many times, all that has stood between the outpost of Caerrhen and destruction, be it from opposing armies or from plague, has been the goodwill and aid of the hobgoblin tribes.

* +2 Dex, +2 Con, -2 Cha. Hobgoblins are exceedingly strong and frightfully fast, but hobgoblin customs and manners do not translate well towards non-hobgoblins, causing no end of problems in diplomacy and trade.
* Medium-size, 30 ft. base speed.
* Darkvision 60 ft.
* +4 racial bonus to Move Silently. Hunting in the Chasm, where even the slightest mistep can cause echoes to reverberate for miles, has taught the hobgoblins the value of stealth.
* Contrary to the MM, most hobgoblins tend towards LN in alignment, with LG and (L)N being common as well. LE is no more or less common than it would be in a human society. Non-lawful alignments are exceedingly rare in hobgoblin society.
* Favored Class: Fighter or Paladin. Extraordinarily noble hobgoblins frequently find themselves called into service of the gods as paladins.
 
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I understand that you're still in the process of assembling the party, finalising the details of the campaign and whatnot, Kajamba, but I couldn't contain my enthusiasm for creating a bard. So without further ado, here's the character that I'd like to play, should the campaign get off the ground (big thanks to CRGreathouse for his stat-block generator). I know that this background is pretty typical/clichéd for an elven bard, but I thought it'd be adaptable enough to fit into any campaign setting. If you need any extra info on stats or whatnot just ask. :)




Liandra 'Lia' Illvarya, female elf Brd1: CR 1; ECL 1; Medium-size Humanoid (elf); HD 1d6+1; hp 7; Init +2; Spd 30 ft; AC 14 (+2 leather, +2 Dex, 10% spell failure); Melee longsword +0 (1d8/crit 19-20); Ranged longbow +2 (1d8/crit x3); SA spells; SQ bardic knowledge, bardic music, elven traits; AL CG; SV Fort +1, Ref +4, Will +1; Str 10, Dex 15, Con 12, Int 12, Wis 8, Cha 15.
Skills and Feats: Bluff (4+2), Diplomacy (4+2), Gather Information (4+2), Perform (4+2), Use Magic Device (4+2), Spellcraft (4+1), Move Silently (2+2), Concentration (2+1); Point Blank Shot.
SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword, proficient: longbows and shortbows.
Bard Spells Known: Daze, Ghost Sound, Prestidigitation, Detect Magic
Performances: Singing, Poetry, Epics, Dance
Equipment: longsword, composite longbow, leather armour, quiver of arrows, backpack, belt pouch, winter blanket, scroll case, spell component pouch, traveller's oufit, waterskin,




Background: Born the second daughter of a minor elven noble, Liandra Illvarya led the cloistered and sheltered childhood that is typical of elven nobility. Although a charming and intelligent girl, Liandra developed at a young age a distaste for the courtly hobnobbing and politicking that her father, a diplomat to the neighbouring human nations, surrounded himself with. Instead, the young elf-maid spent a great deal of her younger years confined within her study, considering the aloof and whimsical nature of many of her peers to be entirely distasteful.

An enthusiastic and gifted scholar, Liandra quickly became fascinated with the history of the world, acquiring and poring over the fables, legends and epic tales of many lands and cultures. Liandra had soon committed many tales, songs and poems to memory - not due to any discipline or intense study regime, but instead due to an unquenchable thirst and passion for her subject matter. This study of far off lands and rich, exotic histories kindled within the young elf an ever-growing feeling of isolation and solitude, and the despair of having rarely left her family's manor grounds (and never in her life having left the forest kingdom of the elves) began to weigh heavily on young Liandra's mind. Despite her best attempts at persuasion, her father, Haelyth, forbade Liandra from ever accompanying him on his frequent visits to the human kingdoms. In the eyes of her parents, Liandra, their youngest, was simply too fragile and precious to allow even the slightest possibility of harm, and should instead spend her life delighting in the joy and wonderful of the bountiful elven lands.

Although resentful of her parents' attitude towards her desire for adventure, Liandra heeded their wishes, and instead delved even more deeply into her studies, and isolating herself from the various suitors from neighbouring noble houses who sought her affection. Upon reaching adulthood, Liandra began to study the traditional elven pursuits of swordplay, archery and sorcery, seeking to emulate the talents of the great and noble heroes that she read about daily in the books, scrolls and journals that her father had accumulated during his travels throughout the world. Although these new studies injected a small dose of much-needed excitement into Liandra's otherwise dreary existance, the young elf still felt a desire to see all of the wonder and majesty that the world had to offer. Liandra dreamed to not only to read and study epic tales of adventure and heroism, but to live them, and to play a part in the history that future generations of scholars would read. Despite her best intentions, and her constant attempts to accompany her father on his journeys, these thoughts of adventure remained simple fantasies.

It was not until the year of Liandra's one-hundred-and-sixth birthday that the catalyst for change was sparked in her life. Liandra's mother, Sylana, a fair and beautiful yet cold and sometimes reserved woman, had been mortally injured in a riding accident on the outskirts of the family estate. This kindled within Liandra a fear of her own mortality, and of having wasted her life in study, rather than having accomplished the adventures of which she'd always dreamed. After scant days spent mourning her mother's loss, Liandra gathered any possessions she deemed valuable and stole away under the cover of darkness, hoping to leave the elven lands of her youth behind forever, and to lead a life of daring, intrigue and adventure.




Appearance: Liandra is, by elvish standards, tall and athletic, yet retaining all the lithe delicacy of her people. Clad in a hardy leather jerkin and sporting long riding boots cut above the knee, Liandra looks every bit the typical elven warrior, with blade and bow fastened securely around her waist and shoulders, and a light pack on her back allowing for stealth and freedom of movement. Her outfit is topped off with a long, dark green hooded traveller's cloak, contrasting starkly with her ivory complexion, long auburn-red hair and solemn, deep-green eyes.



Personality: Liandra's prime motivation is her thirst for both knowledge and adventure, both of which she will seek at any opportunity. Although well-read in many areas of study, and knowledgable of great portions of world history, Liandra also lacks a great deal of real-life experience, and this manifests itself in a certain youthful naiveté. Liandra is happy to help others wherever possible, and demonstrates a kindness and compassion towards all that she meets in her travels. Although occaisionally shy and reluctant, Liandra's friendly demenor and charming nature make for a pleasant and reliable travelling companion or fire-side tale-teller.
 
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