The Temple of Elemental Evil (Recruiting Alternates Only)

IC Thread
OOC Thread
Rogue's Gallery

Bihlbo, you're in as well. I think your character has a lot to offer the group and would fit the milieu well. Your character would probably be from the Wild Coast (a relatively lawless frontier region filled with pirates, nomadic peoples, the occasional humanoid tribe, and a few rowdy settlements. Here is a link to a map of the Wild Coast. As a savage bard, it is likely your character is an adherent of the Old Faith and loyal to the druidic Heirophants. Members of the Old Faith hold a number of nature deities in reverence, although all pay a certain respect to Beory, the Oerth Mother.
 

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Excellent! Thank you very much, I'll do my best!

So in keeping with the nautical/pirate theme, he was probably active in Woolly Bay?
 

Yes, if you want him to be something of a buccaneer, a history with the Woolly Bay is quite appropriate. He may perhaps hail from the lawless town of Elredd (much like Tortuga in Pirates of the Caribbean).
 


Effective immediately, I am making a few adjustments to the campaign rules. It should not affect your characters significantly since we have yet to even play out an encounter that awards experience, so you guys should be fine.

1) Death and Dying (UA 121): I am no longer using this variant. I originally selected it to improve overall survivability while increasing the dramatic tension possible when a really powerful hit could possibly kill someone. Regarding survivability, I have opted to go a different route, elaborated below. As for dramatic tension, death by massive damage rules are probably sufficient for that.
2) Class Defense Bonus (UA 109): This is a new variant from Unearthed Arcana I am introducing to the campaign. You gain a bonus to AC based on your level (although I am going to rule it does not apply when flat-footed unless you have uncanny dodge, though it does apply to touch attacks).
3) Armor Damage Conversion (UA 112): This is another new variant from Unearthed Arcana I will be introducing. Basically, armor provides the additional benefit of converting some or all of the damage taken into nonlethal damage, depending on the armor bonus provided.

I think this system will work far better. For one, it allows unarmored characters to be a bit more effective, while still encouraging armor since it can reduce the potency of lethal blows. You won't necessarily be easier to hit without armor, but you will be far more susceptible to lethal damage. Mages will probably still want spells like mage armor and shield to reduce the possibility of death from lethal damage, but these spells become far less critical.
 

airwalkrr, I have no idea what those new rules mean to my character. I don't have that book. Could you please provide details?

Brachna said:
If this is a newbie question for PbP campaigns, then forgive me, but how should we keep track of party treasure? As far as I know, the only treasure we've found so far has been in the spider's lair, but I was wondering how we should keep track of it (ie. how much is each person's share, who's holding that valuable box, etc.). I realize it's not a big deal now, but I wanted to ask just so I'm not confused when we come across the big stuff. Again, if it's a newbie question and I'm being overly... fastidious, then please just disregard my wonderings! :)

Good question. I personally would like us to just keep a running pool of everything that can't be used immediately, and then tally and split when it makes sense, like back in town. Given the nature of this kind of game, I don't really want to have to update the post that holds my character sheet every time we kill something. In fact, it would be nice if the GM would keep track of this stuff, if that's not too much a burden.
 

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