Call of the Forgotten Realms

Game Master Charles Evans 25


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Mad Geologist 5/Dungeonmaster 4/Writer 1

Generally Known Background Information:
Spoiler tags inserted on this occasion to save having to scroll through quite so much to find particular pieces of background.

Deadsnows
(The game is likely to start in this small town.)

Spoiler:
The town of Deadsnows (population approx. 1400, Authority figure Lady Mayor Arletha Icespear) is located at the upper end of a broad, straight, ‘U’ shaped valley at the northern feet of the Nether Mountains. Evergreen trees flank the valley sides, and activity by hunters and adventuring parties ‘resting up’ in Deadsnows have driven the area’s once numerous dire bears back up into the upper reaches of the forests, towards the ridge lines. The Company of the Sable Bow- a group of human mercenaries retained by Deadsnow’s elven mine owners- have dispatched or chased off to other pastures the bandits that once also lurked in the woods.
Ten years ago, gold was discovered in the area. Three years later, at the height of the rush of prospectors that followed, the population had swollen tenfold, to somewhere over five thousand.
Gradually, the areas where the gold was being found were identified, and a group of moon-elves moved in- by a mixture of intimidation, bribery, and other forms of ‘persuasion’ these elves ‘consolidated’ control of all the claims where the veins were known to reach the surface under their ownership. The elves employed gnomes, halflings, and dwarves to work their mines. Disappointed, and with most of the gold that had been weathered from veins now panned from the local streams, the prospectors began to drift away, seeking other parts of the mountains where gold was rumoured to be found. The elves (under the leadership of Nymath Nimesin) have stayed, and arguably have as much influence in the town as the Lady Mayor given that their gold-mines have become the dominant force in the local economy.

Game implications:
Equipment with ‘mining’ associations of any reasonable sort- rope, picks, lanterns, etc- can currently be purchased in Deadsnows for 90% of the PHB cost. (This price reduction also extends to dwarven urgroshes/waraxes and gnome hooked hammers for respective dwarf or gnome customers).

Citadel Adbar

Spoiler:
Burrowed into the roots on the southern side of the Ice Mountains, Citadel Adbar is the oldest continually occupied dwarven stronghold to still stand in northern Faerûn. Currently home to more than twenty thousand dwarves and their allies, and governed by a dwarven ruler, King Harbromm, Citadel Adbar has stood for thousands of years, resisting orc hordes, earthquakes, dragon attacks and other catastrophes, whilst empires across the north (including dwarven ones) have risen and fallen. Whilst traditionally the rulers of Citadel Adbar have been conservative and isolationist in their dealings with non-dwarven races (it took considerable persuasion from his fellow dwarven monarchs to Persuade King Harbromm to sign up to the formation of the alliance that is at the core of The Silver Marches) suddenly, a little over three years ago, King Harbromm announced that Adbar would be holding a ‘Midwinter Fair.’ The first such event was not attended by many, but those who did spent much of the next twelve months spreading little but good reports, so that when it came to be repeated the following Midwinter more came, seeking high-quality dwarven goods at discounted prices. Last year, having established a reputation for itself, bands of adventurers began to also attend in numbers, and it was by all accounts of bards a massive success. This year, there is no known reason why it will not build still further upon the achievements of previous years.
Although the dwarves do not generally admit non-dwarves into Adbar for the Fair, the valley below the gates of their citadel is said to be packed with tents, stalls, open-air kitchens, and dining areas, alongside countless magical cottages or other shelters to provide for visitors who do not have their own means of accommodation.

The Silver Marches

Spoiler:
The Silver Marches is a realm formed 14 years ago, from a confederation of city states, mostly due to the diplomatic efforts and vision of the unageing wizardess and archmage Alustriel Silverhand. Over the intervening decade or so and a half, the confederation has formed a military force (the Argent Legion), consolidated its control and the rule of law over much of the settled land lying between the original signatory cities, and pushed the boundaries of controlled territory out to form a realm now several hundred miles long, bordered by arcs of mountains to the north, an area of high, boggy, moorland (until recently inhabited by giants and trolls) to the west, forests to the south, and the desert of Anauroch to the east. Whilst river valleys do drive corridors through or between some of these zones, broadly speaking these geographical features are sufficient to define the boundaries of the region.
Rulers of the Silver Marches sit upon the Argent Throne in the capital city, Silverymoon, for seven year periods. Alustriel governed for the first seven years, and was followed by another wizard, Taern Hornblade (whom some say was one of Alustriel’s lovers). Taern’s period of rule came to an end at midsummer in this year now almost passed, and Sindyl Omoghael, a half-elven bard from the town of Everlund, assumed the Argent throne for the next seven year period. Rulers are elected by the decision of the leaders of the signatory cities; so far Alustriel’s mastery of the fine arts of politics has been sufficient to ensure that those who have sat upon the Argent Throne as successors in her wake have espoused broadly similar political goals and preferred means of getting things done as her own.

Recent History

Spoiler:
The continent of Faerûn has been dominated by an uneasy peace for the past three years. The late 1370s Dale Reckoning saw a series of strange events and brief wars hit the western end of the continent, with several evil deities perishing and being replaced, the elven reoccupation of the forest of Cormanthor, a rage of dragons lasting longer than usual for such events, and finally ‘The Army of Winter’ descending upon the desert lands of Anauroch ‘to punish the lords of the Shades for the disrespect that was paid to the goddess of winter during the opening years of the decade’. Several well known mortal champions of the goddess of magic Mystra also disappeared during this period and the deities Oghma (knowledge) and Savras (divination) apparently expired or vanished in some catastrophe; whilst the clergy of Oghma simply ceased to be granted their spells, the clergy of Savras across the realms either went mad or disappeared from sight. The signing of the peace treaty between The Silver Marches and the orc Kingdom of Many Arrows at the end of the 1370s allowed clerics of a previously virtually unknown orc deity, Juurmsh the Wise, to begin to circulate in the Silver Marches. The apparent similarities in many aspects of outlook between Juurmsh and Oghma (surprised though many non-orcs were to discover an orcish deity of knowledge and learning) has resulted in a number of conversions of Oghma’s former clergy and congregations to the faith of Juurmsh.
On the very night that Oghma ceased to heed his clergies’ prayers, the Great Library of Candlekeep, one of the largest collections of written knowledge on the continent, was gutted, along with the practically entire destruction of its contents; one of the senior monks who had had charge of the library a the time was believed to have started the fire.
Some of the ‘new’ evil deities that arose during the 1370s had very different agendas to those of their predecessors. The complete disinterest of the new deity of night and loss, Midnight, for the fate of the Shades of Anauroch made it possible for The Army of Winter to wreak so thorough a revenge upon their enemies that the Lords of Shade were left fighting for survival, hunted fugitives across half a continent. The bloody swathe that the new goddess of murder, ‘Narsanda half-elven’, felt it necessary for her church to carry out to make sure that she was taken seriously left several rival evil organisations reeling, whilst from the other side, formerly ‘good’ organisations such as The Harpers who had lost influential leaders adopted a far more pragmatic approach to dealing with their enemies. By 1380, the most serious problems facing the rulers of most of the nations on the western part of the continent had been reduced to ‘normal’ bandit and criminal activity; evil organisations which still had nominal continent spanning resources had been reduced to fighting one another for survival, or (in the case of a couple of examples such as The Church of Bane) had retreated into a paranoid state of a ‘siege mentality’ not looking to do any more than defend what interests they already possessed.
However the relative era of peace and prosperity that this might have hailed in has as of yet failed to materialise. Nobody knows what the agenda of the much diminished former Church of Shar (now the Church of Midnight) might be, and with the sudden disappearance of former common threats, nations are now starting to eye one another with distrust, and to seek new alliances as they build their border defences or armed forces. Divinations or auguries about anything but the most immediate of futures are failing, or providing only dark prognoses of treacherous betrayals by former friends.

Current Popular Rumours circulating in the area geographically known as ‘Old Delzoun’:
(The settlement of Deadsnows is situated in Old Delzoun)

Spoiler:
No goblins have been seen in the Rauvin Mountains recently. They have all starved to death after the fungus farms upon which they depended for their chief source of food were practically wiped out by a strange blight.

A group of masked ‘short folk’ vigilantes who call themselves ‘the sons and daughters of Elminster’ are patrolling the course of the Icespear River, dispensing summary justice upon anyone whom they think may be ‘guilty’ of the crime of being a worshipper of an evil deity.

Desert nomads are gathering for some reason in the ruins of the old dwarven city of Ascore, where old Delzoun runs into Anauroch. The heightened number of Silver Marches patrols along the Fork Road this winter is not just to deal with potential threats to travellers heading for the Midwinter Fair, but to keep an eye on the nomads and make sure that they mean no mischief.

A ‘heretical’ breakaway cult of the Church of Auril, goddess of winter, has formed, which espouses good beliefs. Some of their members are on the run, in the Old Delzoun area.

Come spring, a huge team of engineers and builders will move out to the former Zhentarim controlled settlement of Newfort, to construct a fortress to guard the eastern approaches to Sundabar. Maybe the authorities are worried about an attack by blue dragons from the eastern border of the Silver Marches.

‘In Game’ Start Date:
The game will start on the 30th day of the month of Nightal, 1383 Dale Reckoning, and the last day of the year. The Midwinter Fair at Citadel Adbar is due to take place on Midwinter Day, the 31st day of the next year, 1384 DR.
Whilst Dale-Reckoning is counted from the year of the great pact between the dalesfolk and the elves of Cormanthor, The North has a different reckoning which is counted from the year that the wizard Aghairon took up rulership in the City of Waterdeep. (A much more important event in the mind of the residents of Waterdeep than some agreement, centuries earlier, by those country folk living several hundred miles away in The Dales.) The year 1383 Dale Reckoning is the year 351 in the North Reckoning. However to avoid confusion, except where flavour requires otherwise, dates will usually be given in Dale Reckoning.

NB
The ‘in game’ calendar date was originally intended to be advanced into the month of Hammer, 1384 DR, but has had to be put back to allow for travel time and or other events/distractions in case the PCs wish to travel from Deadsnows (eventually identified as a logical point to begin from) to Citadel Adbar for the next Midwinter Fair.


Mad Geologist 5/Dungeonmaster 4/Writer 1

CHARACTER GENERATION
Point Buy information
Ability Score=Point Cost
8= free; 9=1pt.; 10=2 pts.; 11=3 pts.; 12=4 pts., 13=5 pts., 14=6 pts., 15=8 pts., 16=10 pts., 17=13 pts., 18=16 pts..

Starting characters are allowed 27 point buys for their ability scores, before racial modifiers are applied.

Alignment
Must be non-evil.

Races
Basic PHB only for starting characters.
NB
In the Forgotten realms, the PHB versions of races are known as the following:
Dwarf=shield dwarf.
Elf=moon elf.
Gnome=rock gnome.
Halfling=lightfoot halfling.
N.B.
Most elven races in the Forgotten Realms setting (including moon-elves) are much closer to humans in stature than regular D & D elves, coming in at 4’10” + 2d10” tall.

Classes
Basic PHB only for starting characters.

Skills
‘HOUSE RULE’: 1st level characters gain 4 bonus points to be spent solely on Craft/Knowledge/Language/Profession skills, representing skills a character will have picked up from the background that they come from. No more than 2 of these particular bonus points gained at 1st level may be spent upon acquiring languages. Characters who make some attempt to regularly use/develop such ‘background’ skills during the course of play will gain 1 bonus skill point to develop background skills when they level up.

Feats
Forgotten Realms Regional feats are available (as appropriate) at 1st level. Non-epic/exalted/vile feats may also be available from the FR Settings books. Otherwise, feats come from core rulebooks only.

Equipment
1st level characters begin with the maximum amount of cash to spend on gear appropriate to their class. Bonus Equipment by Regional background is also available.
Whilst some Forgotten Realms based gear may be available, SMOKEPOWDER AND SMOKEPOWDER WEAPONS SHOULD BE REGARDED AS NOT BEING AVAILABLE OUTSIDE OF LANTAN. Characters that would be entitled to smokepowder weapons as part of their regional ‘bonus gear’ will be offered alternatives instead.

Combat
Group initiative (one for villains/monsters, one for PCs & any allies) will be rolled except in climatic battle situations.
1st level characters receive maximum hit points for their first Hit Dice.

Magic/spells
Forgotten Realms spells are available to casters who do not have spells higher than 6th level on their class lists. (EG paladins, rangers, bards). Forgotten Realms spells are available to clerics in the context of Domain Spells. (EG Fantastic Machine as a craft domain spell.) At present, other Forgotten Realms spells will be allowed only on a case-by-case basis. Otherwise spells must come from the PHB.

Levelling up
'HOUSE RULE': BAB is gained as soon as sufficient XP have been accrued to make the next level. HP and any CL increases are gained with one night’s rest. Other effects of levelling up require 2 days of ‘downtime’/moderate activity or 4 days ‘adventuring’ to achieve.

Prestige Classes
DMG and Forgotten Realms prestige classes will be available to PCs only by training/study with someone already in possession of at least two levels of the desired class, or by the expenditure of a considerable amount of downtime by the PC experimenting/trying to work things out without a mentor. Such training/study with a mentor can occur before XP to gain the first level is acquired. EG a cleric of the dwarven deity Moradin can spend time in between adventures praying/weapons-training/taking instruction with the dwarves who are already Hammers of Moradin and whose ranks he/she one day aspires to join.


Male (Rock) Gnome Ranger 1

Are people getting mounts or not? I don't want to not get one and everyone else has one.


Bronx Madcap wrote:
Are people getting mounts or not? I don't want to not get one and everyone else has one.

Nim (surname to be decided!)Says

"me got 40 move, you all got 20"!! i not need mount!!

perhaps some of you could do with mounts!!
in an emergency you could all climb onto my character!!
if you are all light enough he might still only count as lightly encumbered!!

Rav


My trusty pony has taken me a long way. he can take me further still.


Male (Rock) Gnome Ranger 1

Ok, I went ahead and got a pony too. I should be able to take a 10 on survival and keep it and me both fed if necessary. And who knows, one day in the distant future it might be Bronx's animal companion.


Frequently male Abyss-touched fey-blooded halfling aasimar Writer, Level 4

If I'm in, an DM Charles allows, I'd like to be mounted an a bad-a$$ war dog! Go, Hin K9 Korps!

That's if I'm a paladin.

If I'm a druid I'd prob. choose an animal companion over a mount. A druid riding an animal doesn't seem right... But a halfling druid with a bear cub companion? Sweet!

M


Mad Geologist 5/Dungeonmaster 4/Writer 1

Davkul:
I'm currently working on an update of the Shadow Weave situation to post on this thread; It's not looking like it's going to be much altered from the Player's Guide to Faerun situation save in the change of patron deity, and that (for game-balance because you're no longer at the whim of a NE goddess) there may now be an additional relatively cheap Focus component 'to channel the energies' of Shadow Weave spells, if you don't want to take an extra round to be certain to cast them right.

Marcus:
If your budget allows for a riding dog, you will be able to take one in your starting gear as a paladin if you can afford it.

EDIT:
Paladin code adjustment removed for now. Needs more thought.


Mad Geologist 5/Dungeonmaster 4/Writer 1

CD asked me to post this outline for his character's stats/background, since he's away from the weekend:

Seebo Murnig

Gnome Cleric Level 1

The third son of five children, Seebo was noted as being different from
birth having matching birthmarks on the inside of each wrist.
As he grew he became an adventurous yet, contemplative child.
He joined the Church early, when it was realised by a local cleric, the
birthmarks were exactly the same as the holy symbol of Garl Glittergold.
Having become a cleric, he has received his calling to go into the outside
world to further his worldly knowledge and experiences.

Strength 8

Dexterity 11

Constitution 14

Intelligence 10

Wisdom 16

Charisma 14


Mad Geologist 5/Dungeonmaster 4/Writer 1

Further Generally Known Background Information:
Spoiler tags again inserted on this occasion to save having to scroll through quite so much to find particular pieces of background.

Deities with churches known to be active in the Silver Marches:

Spoiler:
Auril: NE, Portfolio: Cold, Winter.
Deneir: NG, Portfolio: Glyphs, images, literature, scribes, cartography.
Eldath: NG, Portfolio: Quiet places, springs, peace, waterfalls.
Helm: LN, Portfolio: Guardians, protectors, protection.
Juurmsh the Wise (orc deity): N, Portfolio: Knowledge, glyphs, planning, arcane spellcasters (esp. orc ones).
Lurue (unicorn deity): CG, Portfolio: Talking beasts, intelligent non-humanoid creatures.
Malar: CE, Portfolio: Hunters, stalking, bloodlust, evil lycanthropes.
Mielikki: NG, Portfolio: Forests, forest creatures, rangers, dryads, autumn.
Mystra: N, Portfolio: Magic, spells, the Weave, the Shadow Weave.
Selûne: CN (CG), Portfolio: Moon, stars, navigation, prophecy, lycanthropes.
Shaundakul: CN, Portfolio: Travel, exploration, caravans, portals.
Silvanus: N, Portfolio: Wild nature, druids.
Talos: CE, Portfolio: Storms, destruction, rebellion, conflagrations, earthquakes.
Tempus: CN, Portfolio: War, battle, warriors.
Waukeeen: N, Portfolio: Trade, money, wealth.

The chief dwarven deity, Moradin: LG, Portfolio: Dwarves, creation, smithing, protection, metalcraft, stonework.
The chief elven deity, Corellan Larethian: CG, Portfolio: Magic, music, arts, crafts, war, the elven race, poetry, bards, warriors.
The chief gnome deity, Garl Glittergold: LG, Portfolio: Protection, humour, gem cutting, trickery, gnomes.
The chief halfling deity, Yondalla: LG, Portfolio: Protection, Bounty, halflings, children, security, leadership, wisdom, creation, family, tradition.

What is known of the two evil deities who emerged in 1378 DR:
Narsanda, half-elven: NE, Portfolio: Murder, intrigue, deception, rebellion.
Midnight: CE, Portfolio: Night, secrets.

Background: Scholarly speculations regarding recent deity changes

Spoiler:
Possibly following on from the events of the preceding 1377 DR, when on an evening in late spring the clergy of Oghma, deity of knowledge, lost contact with their god, and several days later the Church of Savras, deity of divination, was overwhelmed in catastrophic turmoil, the spring equinox of 1378 DR saw the deities Cyric and Shar apparently added to the casualty list. Whilst the affairs of deities are generally unknown to mortals, and speculation about the doings of living ones certainly taboo, with the passage of several years, certain sages have begun to debate as to what may have happened. The fact that several champions of the goddess Mystra vanished on that night as well adds to the mystery, some argue, whilst others feel that it makes it a great deal clearer. That Cyric and Shar were both destroyed in the same divine cataclysm- indeed possibly that they might have killed one another- is an idea that seems to most who ponder the matter to have as solid a basis as any given the ‘facts’ available. That two evil deities could come to blows is not too incredible, although that they should do so fatally would seem to suggest a fairly contentious source of strife. The precise cause of the argument is where the theories begin to diverge; some point to machinations of Bane, determined to rid himself of two powerful rivals, others state that the pair must have in some way offended Beshaba, goddess of ill-fortune, and had not meant to slay one another but had ‘accidentally’ done so. Some clergy of Lathander, the sun-god, preach that there was no argument but that their deity burst in upon the pair as they plotted treachery together, and slew them, possibly with the aid of Beshaba’s sister, the goddess of good-fortune, Tymora. The church of Sune, goddess of beauty, maintains that it was because their divine patron, tired of the spiritual ugliness of Shar, made Cyric fall madly in love with Mystra, setting him at Shar’s throat that night when she started abducting and killing some of Mystra’s champions for her own ends. The list of theories runs on and on….
What is clear is that in remarkably short order, the goddess Midnight stepped into Shar’s shoes and before the sun rose for the next morning, was sending divine messengers to Faerûn to announce the retaining or dismissing clergy who had formally served Shar. It was not until the autumn equinox, six whole months later, that Narsanda half-elven ascended to the ranks of the divine and the post of deity of murder, just in time to have something of a church left to salvage. Where Midnight came from to be able to assume command of Shar’s church so speedily and efficiently, why (beyond her obvious portfolio of secrets) she has been maintaining a low profile since, and when (if ever) she will start to play a more active role in Faerûn’s pantheons is unknown. The best that sages can come up with is that she was fleeing another world and happened upon Faerûn when another deity was in a moment of crisis…

THE SHADOW WEAVE OF FAERÛN

Spoiler:
During the spring-equinox of 1378 Dale Reckoning, the deity Shar, creator and then controller of the Shadow Weave was apparently killed, and in the confusion of the deific succession process, control of the Shadow Weave passed not to Shar’s successor as deity of night and loss, Midnight, but to Mystra, deity of magic (accompanying an apparent shift in the position of alignment of Mystra to true neutral). Mystra did little to apparently alter the functioning of the Shadow Weave, and continued to allow access to it to wizards who had formerly gained access to its secrets through devotion to Shar, but who refused to switch their devotions away from the apparently defunct goddess. Wizards who wish to tap the Shadow Weave since the spring equinox of 1378 DR must now be initiated into its secrets as a worshipper of Mystra, or have the wisdom to discover it on their own. Mystra is less interested in suspending arcane spell casters’ access to the Shadow Weave than Shar was, but does require greater effort to be taken to cast spells or a focus item to be used by all Shadow Weave users.
The Church of Selûne views these developments with cynical eyes. Many of the clergy find it difficult to believe that Shar is actually gone, and does not maintain some control over the Shadow Weave still. Some indeed espouse a belief that Shar killed Mystra, took the latter's powers for her own, and is currently pretending to be dead, whilst masquerading as Mystra, towards some unknown end. In areas where the Church of Selûne is strong, the clergy often have few qualms in whipping up open prejudice against those who publicly dare to use Shadow Magic. If Shar is indeed truly gone, then ironically in the dying she may have done more to bring into disrepute and sow dissension amidst the ranks of the clergy of her sister’s church than any other of her schemes had achieved for millennia.

Shadow Weave Magic (revised feat)

Spoiler:
You have discovered the dangerous secret of the Shadow Weave.
Prerequisite: Wis 15 or Patron deity Shar before the spring equinox of 1378 DR/Patron Deity Mystra after the spring equinox of 1378 DR
Benefit: From now on, your spells tap the Shadow Weave instead of the Weave. You can also activate magic items that use the Shadow Weave without taking damage.
The saving throw for every spell you cast from the school of enchantment, illusion, and necromancy increases by +1. You also get +1 bonus on caster level checks to overcome spell resistance with spells from these schools.
The Shadow Weave proves less than optimal for effects involving energy or matter. Your effective caster level for spells you cast from the schools of evocation or transmutation (except spells the darkness descriptor) is reduced by 1. A 1st –level Shadow Weave user cannot cast spells from these schools at all.
You can no longer cast spells with the light descriptor. No matter what school they are from, such spells automatically fail. Your ability to use magic items that produce light effects is also limited- you can not invoke an item’s light power if its activation method is spell completion or spell trigger.
From now on, any magic item you create is a Shadow Weave item.
Additional Focus Component:
Shadow Weave magic after 1378 DR requires the use of a specially cut piece of smoky quartz, which must be worn around the neck on a pendant or held in hand whilst casting. If worn around the neck it occupies the item slot usually occupied by amulets, etc. Divine casters may inset such a gem in a holy symbol.
Such a focus item costs 50 GP to prepare (52 GP if a pendant) and can be prepared by a Shadow Weave user with at least two ranks in the skill Craft (gem-cutting). A Shadow Weave user without such a focus item must increase the casting time of all their spells by 1 full round or risk a chance of spell failure equal to 3%/level of spell being cast. (0% for 0-level spells.)
Characters who take this feat at first level are entitled to one such focus (either as just a stone or as a pendant) for free as part of their starting gear.
Lack of such a focus affects neither the use nor increases the time taken or cost to craft Shadow Weave items however.


Longreach:
I have now posted further background information, including the slight adjustment to the use of the Shadow Weave. If you want (depending on when your gnome became interested in the Shadow Weave) you can keep the defunct deity Shar as a patron, or have the (now neutrally aligned) Mystra instead. Many Selunites still hate Shadow Weave users as practically a point of faith, so you don't need to make any adjustment to your background for Davkul, if you're satisfied with the way that it already is.
The choice of an initial hand held focus or a pendant version is upto you; either one is available for free as part of the starting gear of a first level character taking the Shadow Weave feat.


Charles Evans 25 wrote:

Longreach:

I have now posted further background information, including the slight adjustment to the use of the Shadow Weave. If you want (depending on when your gnome became interested in the Shadow Weave) you can keep the defunct deity Shar as a patron, or have the (now neutrally aligned) Mystra instead. Many Selunites still hate Shadow Weave users as practically a point of faith, so you don't need to make any adjustment to your background for Davkul, if you're satisfied with the way that it already is.
The choice of an initial hand held focus or a pendant version is upto you; either one is available for free as part of the starting gear of a first level character taking the Shadow Weave feat.

I will be making adjustments to Davkul's background, mostly to flesh it out a bit more, however what was already written there will be staying basically the same.


Male (Rock) Gnome Ranger 1

How are we coming with getting ready to start? Not that I am trying to pressure anyone. ;)


Frequently male Abyss-touched fey-blooded halfling aasimar Writer, Level 4
Bronx Madcap wrote:
How are we coming with getting ready to start? Not that I am trying to pressure anyone. ;)

Yah! My halfling war-dog is chomping at the bit...

M


I am hoping for an early February start, if everyone could finalise their character 'sheets', and backgrounds/reasons for being in Deadsnows.

In particular I would like to know if you have arrived here as a group, or have arrived 'piecemeal' for a variety of reasons? Given that the elves favour dwarf/gnome/halfling miners (smaller folk equal smaller tunnels, and less spoil that needs to be removed) there are several hostelries/guest-houses in town that cater mostly for 'smaller folk'; conceivably everyone could have met up in one of these.

EDIT:
Marcus:
Do you have an alias set up yet for your paladin?


In case of any confusion over starting gear, I meant to indicate that you can assume your character to have rolled the mximum amount of cash, to equip with, on the table 7.1 in chapter 7: of the 3.5 PHB.
Marcus: If you want to take a riding dog, then you will have to spend your entire budget on it, have a very convincing in-game background reason which will offer me story-hooks, or have one plus 150 GP of gear for the riding dog in lieu of usual bonus equipment for your region.


Male (Rock) Gnome Ranger 1
Charles Evans 25 wrote:

I am hoping for an early February start, if everyone could finalise their character 'sheets', and backgrounds/reasons for being in Deadsnows.

In particular I would like to know if you have arrived here as a group, or have arrived 'piecemeal' for a variety of reasons? Given that the elves favour dwarf/gnome/halfling miners (smaller folk equal smaller tunnels, and less spoil that needs to be removed) there are several hostelries/guest-houses in town that cater mostly for 'smaller folk'; conceivably everyone could have met up in one of these.

For Bronx, he has spent alot of time alone passing through various areas searching for evil feys to kill. Luckily for him he hasn't found many given his low damage and the fact that fey have DR. He has spent time visiting druids and such to learn about the ways of the feys, in order to better understand them.

He has probably tired of traveling alone for the time being and is looking to find a place to wash the dirt from his throat (though probably not from his poorly kept beard). He might meet people on the road or at a local watering hole.


Mad Geologist 5/Dungeonmaster 4/Writer 1

Several copies of the following flier are distributed around Deadsnows boarding houses, and posted on the weathered oak 'public board' in the days towards the end of the month of Nightal, 1383 DR.

Merchant wishing to travel to Citadel Adbar seeks companions of the road:
Juzilan Greyfrost, Merchant of the Amber Traders League of the city of Sundabar, is looking for reliable travelling companions to escort him to Citadel Adbar in time for the Midwinter Fair of 1384 DR. Given the recent reports that goblins driven by desperate hunger may be preying upon travellers upon the Adbar Run, the aforementioned Juzilan is seeking companions who will NOT BE AFRAID of a little peril, and who will be used to rough camping conditions given the limited number of settlements to be found between The Fork and Citadel Adbar.
Travel expenses of such companions will be met, and a modest donation to represent his thanks, upon safe arrival at the gates of Citadel Adbar, will be made.
Candidates for the trip are to meet in the former offices of the Redstar Mining Company, for a discussion at about noon, on the 30th day of the month of Nightal.
THOSE OF NO MORAL STANDING WILL NOT BE CONSIDERED.

If lack of time and different time-zones before the thread goes up at the start of February makes other arrangements impossible, PCs can be assumed to meet up, 'in game', with one another and one or two other 'candidates' in the mentioned offices. Once posts for roleplaying character introductions are done, things will get under way. I will be looking to post on a daily basis on the PbP thread, during the week [Monday-Friday, UK timezones], possibly more frequently if circumstances permit.


Ayeezla Hinheart, (a.k.a. Marcus) reporting for duty, sah!

So, it sounds like you want a paladin over druid? Okee doke.

And yeah, it sounds like maybe a war-dog is too exorbitant for 1st level. That's fine. Getting a stalwart pooch can be one of Ayeezla's (pron. Eye-eee-zlah) in-character goals.

I'm excited! I'll start generating my character on Thursday at the latest...

I'm on California time, btw... & can easily post daily...

-Marcus/Ayeezla


Mad Geologist 5/Dungeonmaster 4/Writer 1

Longreach:
Please confirm the FR source (and original names, if altered) that you used for the caltrops and inhibit spells. I can locate the others on your list of spells known in either the PHB or various realms sourcebooks that I have immediately to hand, but currently not these two. I am aware that some of the names altered when Spell Compendium came out.

On the basis that Davkul is from the Western Heartlands, he is entitled to a (shadow-weave) scroll (CL 3rd) with the spells invisibility and mirror image written on it once each. Alternatively (since smokepowder weapons are severely restricted in this campaign) you can run an idea for a masterwork weapon, dagger of some unusual metal, or some other FR piece of gear past me that is worth approximately 300 GP.


Mad Geologist 5/Dungeonmaster 4/Writer 1

Pres Man:
Given Bronx's background I'm not sure which, if, any of the gnome regional 'bonus equipment' options would be appropriate to him.

At the moment I can offer a choice to either:
(1) upgrade either one of Bronx's weapons (your choice which) to masterwork level.
or, (2) upgrade the longbow to a composite longbow (+1 str), Bronx's armour to masterwork, and add a potion of cure light wounds to his gear.


last place
DM Charles Evans wrote:

Pres Man:

Given Bronx's background I'm not sure which, if, any of the gnome regional 'bonus equipment' options would be appropriate to him.

At the moment I can offer a choice to either:
(1) upgrade either one of Bronx's weapons (your choice which) to masterwork level.
or, (2) upgrade the longbow to a composite longbow (+1 str), Bronx's armour to masterwork, and add a potion of cure light wounds to his gear.

Hey if this is going to be like Trick or Treating, but with only treats ;), I'll take option (1).


Mad Geologist 5/Dungeonmaster 4/Writer 1
pres man wrote:
DM Charles Evans wrote:

Pres Man:

Given Bronx's background I'm not sure which, if, any of the gnome regional 'bonus equipment' options would be appropriate to him.

At the moment I can offer a choice to either:
(1) upgrade either one of Bronx's weapons (your choice which) to masterwork level.
or, (2) upgrade the longbow to a composite longbow (+1 str), Bronx's armour to masterwork, and add a potion of cure light wounds to his gear.

Hey if this is going to be like Trick or Treating, but with only treats ;), I'll take option (1).

According to the Forgotten Realms Campaign Setting & the 3.5 update 'Player's Guide to Faerun', it's usual in the Forgotten Realms for first level characters to have 'bonus equipment' options, depending on which race they are a member of and which 'region' they come from. There aren't any tricks that come attached, usually, although the setting does have little quirks such as no raising from the dead if your character doesn't nominally revere a deity and using the personal mage-rune of a high level wizard except for the most innocent of purposes can incur speedy retribution from the deities of magic/wizards.

Please note that the weapon you upgrade will count as a 'normal' masterwork weapon; this isn't 'masterwork' in the sense of getting in materials such as cold-iron, no matter how much Bronx may be seeking such weapons.


last place
DM Charles Evans wrote:
According to the Forgotten Realms Campaign Setting & the 3.5 update 'Player's Guide to Faerun', it's usual in the Forgotten Realms for first level characters to have 'bonus equipment' options, depending on which race they are a member of and which 'region' they come from. There aren't any tricks that come attached, usually, although the setting does have little quirks such as no raising from the dead if your character doesn't nominally revere a deity and using the personal mage-rune of a high level wizard except for the most innocent of purposes can incur speedy retribution from the deities of magic/wizards.

Yeah, I was just making a joke, referencing the Gnome and Tiefling video.

DM Charles Evans wrote:
Please note that the weapon you upgrade will count as a 'normal' masterwork weapon; this isn't 'masterwork' in the sense of getting in materials such as cold-iron, no matter how much Bronx may be seeking such weapons.

Totally understand, it never crossed my mind otherwise.


DM Charles Evans wrote:

Longreach:

Please confirm the FR source (and original names, if altered) that you used for the caltrops and inhibit spells. I can locate the others on your list of spells known in either the PHB or various realms sourcebooks that I have immediately to hand, but currently not these two. I am aware that some of the names altered when Spell Compendium came out.

On the basis that Davkul is from the Western Heartlands, he is entitled to a (shadow-weave) scroll (CL 3rd) with the spells invisibility and mirror image written on it once each. Alternatively (since smokepowder weapons are severely restricted in this campaign) you can run an idea for a masterwork weapon, dagger of some unusual metal, or some other FR piece of gear past me that is worth approximately 300 GP.

Caltrops and Inhibit both come from the Spell Compendium. If this is a problem, I can easily change those spells out. As to the bomus equipment, I think it is probably best that i take the scroll mentioned in your post.


Mad Geologist 5/Dungeonmaster 4/Writer 1
LongreachJones wrote:
DM Charles Evans wrote:

Longreach:

Please confirm the FR source (and original names, if altered) that you used for the caltrops and inhibit spells. I can locate the others on your list of spells known in either the PHB or various realms sourcebooks that I have immediately to hand, but currently not these two. I am aware that some of the names altered when Spell Compendium came out.

On the basis that Davkul is from the Western Heartlands, he is entitled to a (shadow-weave) scroll (CL 3rd) with the spells invisibility and mirror image written on it once each. Alternatively (since smokepowder weapons are severely restricted in this campaign) you can run an idea for a masterwork weapon, dagger of some unusual metal, or some other FR piece of gear past me that is worth approximately 300 GP.

Caltrops and Inhibit both come from the Spell Compendium. If this is a problem, I can easily change those spells out. As to the bomus equipment, I think it is probably best that i take the scroll mentioned in your post.

Longreach:

I still have yet to check copies of the Waterdeep or the Moonsea source books for evidence that the spells may be FR canon, but yes it would probably be a good idea to have replacements lined up. I did post somewhere close to the top of this thread that spells from the Forgotten Realms would be allowed on a case by case basis, but that they must otherwise come from the PHB.

Longreach/Marcus:
CD & Raven are working on an explanation for why they are in the Deadsnows area; if nothing has occured to you, but you would be interested in a reason for being in town, I have had the idea that Davkul could have arranged to receive a delivery from a former halfling associate in a backwater town free of Selunite influence towards the end of the year (nothing illegal involved). The halfling supposed to make this delivery has had an unfortunate experience, and being unable to make it, has asked Marcus' character (a halfling paladin) to please deliver a letter on his/her behalf to his gnome friend, who may be in trouble that he does not realise because of a turn that events have taken. (This may require posts on the PbP thread once it starts for an earlier day in Nightal, to roleplay through this, before the events I am lining up for the 30th Nightal come around.)

If you have improvements for this, any other ideas, or just want to be in town for no particular reason, please respond with these thoughts! I am hoping for a start in early February, as I have posted elsewhere, and February is almost here.

Bronx Madcap may have just wandered into town for a bath, or have joined up with anyone.


Would you be ok with a paladin of Yondalla? I think there are actually more roleplaying opportunities there than w/ Arvoreen as patron, but let me know what you think.
Last I checked, Yondalla was still Lawful Good, but the gods only know what's been going on in the Realms- that last WoTC book, the hardcover Faerun chronology, has me all flummoxed. (But I quite like the amendations you've been making to 'official' history.)
If you're ok with Yondalla as patron, I can cook up a good background story for Ayeezla, explaining how the latter gets to the site of the campaign's start. Actually I can do the same for an Arvoreen-worshipper, as well. Ye Olde Propheticke Dreeme...


Mad Geologist 5/Dungeonmaster 4/Writer 1
Ayeezla Hinheart wrote:

Would you be ok with a paladin of Yondalla? I think there are actually more roleplaying opportunities there than w/ Arvoreen as patron, but let me know what you think.

Last I checked, Yondalla was still Lawful Good, but the gods only know what's been going on in the Realms- that last WoTC book, the hardcover Faerun chronology, has me all flummoxed. (But I quite like the amendations you've been making to 'official' history.)
If you're ok with Yondalla as patron, I can cook up a good background story for Ayeezla, explaining how the latter gets to the site of the campaign's start. Actually I can do the same for an Arvoreen-worshipper, as well. Ye Olde Propheticke Dreeme...

As I posted under the heading 'Deities with churches known to be active in the Silver Marches', Yondalla is LG in this verson of the FR. (Although if you inspect closely you may note some deities have 'slipped' in terms of alignment and/or portfolio from what you may be familiar with from the official setting.) Yes, Yondalla would be just as okay as Arvoreen.

Please be careful of any prophetic dreams in backstories; I think it best that you specifically clear such details with me. At least two deities of divination/knowledge are generally known to have been affected by something catastrophic in 1377 DR (and Candlekeep was torched by one of its former guardians), and the future seems very uncertain right now to most, including deities.

If you would like to suggest a time before 18:00 PST (02:00 GMT) tomorrow (Friday) afternoon from your point of view, I might be able to turn up in the Paizo Chatroom if you would like to discuss ideas?


Mad Geologist 5/Dungeonmaster 4/Writer 1

Longreach:
Still chasing up a copy of the Moonsea book, but no sign of either spell in a friend's copy of Waterdeep. It looks like it would be a good idea to take alternates, and if I discover that they are Realms canon after all, later, I'll find a way to work copies in.
EDIT:
I see you've updated Davkul already, thank-you.

Marcus:
I checked for an update from you here, and even popped into the chatroom a couple of time, up until 02:00 GMT. I guess that you didn't read my previous post in time or were too busy this time.
Any divine visions are only likely to feature some current or past events. There are a couple of *possible* reasons that tie to the game why you might be in Deadsnows, but otherwise any random reason that you want to make up for passing through might be good.

EDIT:
If possible could you please update Ayeezla's profile, to give me some idea of how advanced you are in the character creation process?


Male Rock Gnome Cleric 1

Seebo Murnig

Gnome Cleric (NG) (Trickery and Protection)
Strength 8
Dexterity 11
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

Son of a farmer/merchant, has a half orc adopted brother.
Has strange birthmarks on his wrists.
Has left Sundabar on request of the head cleric, probably more for his own good.
Has come to Deadsnows, accompanied by his Half Orc adopted brother to seek adventure, experience and spread word of Garl.


Mad Geologist 5/Dungeonmaster 4/Writer 1

Coreans Disciple/Seebo:
Further to our discussion regarding character background, whilst I like the idea of the birthmarks on the wrists, I am afraid that I must restrict their use as holy symbols to solely for the purposes of casting domain spells from the trickery domain. Garl (and I) will expect you to use a normal holy symbol for all other purposes.


Frequently male Abyss-touched fey-blooded halfling aasimar Writer, Level 4

Charles, I'm sorry, but I don't think I'll be able to be in this game after all (though I'll certainly be lurking!). As a player, I realize I wouldn't (currently) be able to give the campaign the time it deserves.

My apologies for any inconvenience I've caused.

~Marcus


Male (Rock) Gnome Ranger 1

Davkul and Bronx could have met up on the rode going into town, as long as Davkul wouldn't have been too scared off by a wild half-insane looking gnome that came riding up to him shouting, "Hello there!"


Marcus:
If you have other commitments on your time, fair enough, and thank-you for posting to say so, rather than leaving us in the dark about it. Brandobaris walk with you in whatever direction your path is currently taking you.


Mad Geologist 5/Dungeonmaster 4/Writer 1

LANGUAGES:
I am interpretting 'Common' in the Forgotten Realms setting as being representative of what many traders, travellers, merchants, and the like speak. Whilst Common is an automatic starting language for all adventurers (and many innkeepers, merchants, merceneries, members of the nobility, wizards, priests, officers of the city-watch, and so forth will speak it) in backwater rural comunities you may need to be able to address folk in their local regional language, since they may only know a smattering of Common at best. This doesn't mean that such folk are unintelligent; it just means that they've never been further than the nearest local market, and don't see many 'folks from foreign parts' in their usual line of work.

Davkul, Bronx, Nim, and Seebo are all entitled to take the 'Chondathan' regional lenguage as an additional 'free' language, alongside Gnome and Common. Please adjust your profiles as necessary.


Mad Geologist 5/Dungeonmaster 4/Writer 1

Long Reach and Pres Man:
If you are ready to go, then I may start the pair of you off in the next couple of days in a boarding house in Deadsnows on the night of the 29th of Nightal, 1383, with a message that Davkul has sort of been expecting arriving just after the evening meal. Would this be okay with the pair of you? (This is the night before the merchant looking for companions to accompany him to Citadel Adbar is holding the interviews.)

I am still waiting for Raven to post his alias/profile, but hope that he and Coreans Disciple will be joining with their characters shortly.


Nim Murnig (me go wid bruther and keep im safe!)
half orc barbarian level 1

str 20
dex 14
con11
Int 6
wis 10
chr 6
ac16
hp 12
al NG
age 15
Height 6ft 10
weight 250lbs
speed 40ft

equipment
travellers outfit
chain shirt
4 spears
glaive (masterwork if gm allows)
greataxe
back pack
F&T
50ft rope and grapple hook
oil (10)
waterskin
blanket
bedroll
8days trail rations
13gp

feat combat reflexes

skills
4 ranks swim
4 ranks climb
bonus 4 ranks profession farmer

extra abilities
Rage
darkvision

languages common
orc (mamma say heritage important!!)

my bruther not wise him always get in trouble, mama say i look after him, i brainy wun in der family i is special gnome i is a dopted giant gnome!

i am a farmer, i is a good farmer!!


DM Charles Evans wrote:

Long Reach and Pres Man:

If you are ready to go, then I may start the pair of you off in the next couple of days in a boarding house in Deadsnows on the night of the 29th of Nightal, 1383, with a message that Davkul has sort of been expecting arriving just after the evening meal. Would this be okay with the pair of you? (This is the night before the merchant looking for companions to accompany him to Citadel Adbar is holding the interviews.)

I am still waiting for Raven to post his alias/profile, but hope that he and Coreans Disciple will be joining with their characters shortly.

That works well for me. I am also now making the language change to my profile.

Also to make sure there is less confusion over my languages, I have listed after them their native regions and/or races.


Mad Geologist 5/Dungeonmaster 4/Writer 1

(EDITTED)

Davkul Gladdenstone wrote:
DM Charles Evans wrote:

Long Reach and Pres Man:

If you are ready to go, then I may start the pair of you off in the next couple of days in a boarding house in Deadsnows on the night of the 29th of Nightal, 1383, with a message that Davkul has sort of been expecting arriving just after the evening meal. Would this be okay with the pair of you? (This is the night before the merchant looking for companions to accompany him to Citadel Adbar is holding the interviews.)

I am still waiting for Raven to post his alias/profile, but hope that he and Coreans Disciple will be joining with their characters shortly.

That works well for me. I am also now making the language change to my profile.

Also to make sure there is less confusion over my languages, I have listed after them their native regions and/or races.

Which being the case, once I hear from Pres Man, I shall endeavour to get the first post up within 24 hours.

Since Marcus has dropped out, I shall be initially checking to see if Psionic Fox is still out there and interested in a bard, as he did bow out originally so that Marcus could join in, but there will be a very tight time-window for his response.


Mad Geologist 5/Dungeonmaster 4/Writer 1

DICE ROLLS:
FOR THE TIME BEING, PLEASE ROLL ALL 'IN GAME' DICE ON A REPUTABLE SITE, SUCH AS INVISIBLE CASTLES, AND POST A LINK SO THAT IT CAN BE VERIFIED.
For example: d100 roll=89
Edit:
A DMTools option is currently under consideration: I will notify if I decide that this may also be appropriate.

OUT OF CHARACTER REMARKS
As a reminder to those who have not played by post before, whilst in-game please use BBCodes to post out of character content appropriately, like this.


Frequently male Abyss-touched fey-blooded halfling aasimar Writer, Level 4
Charles Evans 25 wrote:

Marcus:

If you have other commitments on your time, fair enough, and thank-you for posting to say so, rather than leaving us in the dark about it. Brandobaris walk with you in whatever direction your path is currently taking you.

Thank you! May Yondalla bless the party's path! And may Urdlen keep his stinking claws far, far away!

~M


DM Charles Evans wrote:


Which being the case, once I hear from Long Reach, I shall endeavour to get the first post up within 24 hours.

Just so you know... Davkul = Longreach

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