Solo Adventure (See inside for rambling details)

Yes, it could be a possibility. After all, he knows a rightfull justice and a tyranic persecution when he see them... that would mean he would probably have more enemy than just teh high tower, but hey, why not. My character against the world!
 

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Velmont said:
Thinking of it, the adventure could start with the rescue of one of them... Maybe both. :p
Well the Solmanic could be trying to protect Kaodi's Druid/Rogue from an angry mob when your character stumbles upon them.

One other thing I've been thinking about your character and I'm probably going make your arch-nemesis a black robed wizard, who is after you more because of the strange never seen before magic you possess than because you're a renegade spellcaster.

You'd need to be at least 5th level before the Towers of Sorcery begin to get concerned about you. But your character doesn't necessarily know that, all he knows is that he's being hunted down by a Black Robed Wizard who claims that he is a renegade.
 

Yep, actually I was thinking of a similar situation (always the star :p , I was thinking on saving Velmont's character).

Just a comment, my character would only be keeping his father's sword and brestplate, he sold the rest because of need to survive (and because they weren't practical for a Knight in Hiding).
 

Land Outcast said:
Yep, actually I was thinking of a similar situation (always the star :p , I was thinking on saving Velmont's character).

Just a comment, my character would only be keeping his father's sword and brestplate, he sold the rest because of need to survive (and because they weren't practical for a Knight in Hiding).
In line with traditional DL I'll be keeping this game fairly low key when it comes to magical items, instead of you accumulating a multitude of magic items I'm more in favour of have a few unqiue items with the possibilty that they grow/improve overtime.

So weapon legacy feats, item familiars etc will be useful feats for you to take. :cool:
 

In line with traditional DL I'll be keeping this game fairly low key when it comes to magical items, instead of you accumulating a multitude of magic items I'm more in favour of have a few unqiue items with the possibilty that they grow/improve overtime.
Yep, that sounds like dragonlance :cool:

So weapon legacy feats, item familiars etc will be useful feats for you to take.

ok, hum... I don't really know 'bout legacy feats/weapons (never cared to buy WoL), care to suggest some?
 


Sorry that I have not chimed in with a background yet. After looking at some stuff related to the Age of Despair last week, I saw that though almost all of the true clerics and druids had been carted off, that there were some small enclaves of adepts who practiced a simple form of magic and venerated Habbakuk and Chislev. They were druids, without real druid powers.

I was thinking that my character could come from one of those settlements, and be a kind of souped up adept, though I suppose the easiest way to do that would to just be a mystic instead, and take mostly spells available on the adept list. Perhaps a mystic/rogue, still. The only thing is that, since I do not have any of the DL gaming material, I would need a run down on what exactly the mystic can do. I read that it was basically like a divine sorcerer, with a single domain. I think that would fit the concept without trespassing into the territory of " Why weren't you taken by the Gods? " , which I really would rather not worry about.

Personality wise, I was thinking of a conflicted soul, who will go out of the way to help others, but not as the risk of his own skin. Until, perhaps, meeting his companions, hehehe...
 

Kaodi said:
Sorry that I have not chimed in with a background yet. After looking at some stuff related to the Age of Despair last week, I saw that though almost all of the true clerics and druids had been carted off, that there were some small enclaves of adepts who practiced a simple form of magic and venerated Habbakuk and Chislev. They were druids, without real druid powers.

I was thinking that my character could come from one of those settlements, and be a kind of souped up adept, though I suppose the easiest way to do that would to just be a mystic instead, and take mostly spells available on the adept list. Perhaps a mystic/rogue, still. The only thing is that, since I do not have any of the DL gaming material, I would need a run down on what exactly the mystic can do. I read that it was basically like a divine sorcerer, with a single domain. I think that would fit the concept without trespassing into the territory of " Why weren't you taken by the Gods? " , which I really would rather not worry about.

Personality wise, I was thinking of a conflicted soul, who will go out of the way to help others, but not as the risk of his own skin. Until, perhaps, meeting his companions, hehehe...
What source material are you basing this on?

I've been reading thru the DL campaign setting, and I found the following;
DL Campaign Setting PG99 said:
Heathen priest are those who worship false gods. They are not true clerics, though with prestidigitation, primal sorcery, or mysticism, it can sometimes seem that they are capable of performing "miracles" in the name of their god.

Demon cults, snake sects, and even dragon cults have risen and fallen, as the heathen priest either lose control of their followers or they are tried for heresy. During the Age of Despair, before the return of the true deities, the Orders of High Sorcery were often instrumental in uncovering and breaking up these cults.
So from the above I'm happy for you to go a mystic, perhaps with the plant or animal domain.

Curse of the Magi
I will be using the optional rules to simulate the restriction that has been placed on magic by the Three Gods. So once you've cast an arcane spell (I'm going to include invocations in this category) you must make a fort save (DC 10 + spell level) after the spell is cast or become fatigued. If you're fatigued and you cast another spell and fail this save then you become exhausted. Likewise if you fail this save while exhausted you become unconscious.

Optional Rules
Also I was thinking about using some other optional rules, namely wound and vitality points (which will increase your survivability and lessen the need for divine healing), Taint (including Taint as an alignment), and perhaps some other stuff from Heroes of Horror.

Let me know your thoughts on the above.
 

While the Curse of the Magi won't be affecting me directly, on the others:

I always wanted to see how WP/VP played out.

On Taint: what embodiement will it take on Krynn?
 

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