
EltonJ |

The Throne of Bhaal
I guess I’m not the first to actually do this. In effect, running a campaign based on the outcome of the Baldur’s Gate computer game series but we will see.
This campaign is a campaign that centers around the Church of Bhaal (Ba’al). A Canaanite sun deity, in the Forgotten Realms the name has become synonymous with death.
BACKSTORY
Some time before the Time of Troubles and the advent of the Age of Upheaval, Bhaal foreseen his own death and went out to impregnate many females of various races and in some cases, beings, to prepare for his death and eventual return. As a god, many of his issue had come to term. He had sired at least a dragon, an orc, a giant, and countless other children, all called bhaalspawn. The purpose of this is so that Bhaal may return through the sacrifice of his children.
But the best laid plan for a return of the Lord of Murder had went awry. A wizard nurtured one of bhaal’s children in Candlekeep. He had many adventures, from finding out that his father was bhaal, to killing his own brother Saravok to prevent him from becoming the new Lord of Murder, to the loss of his soul, to his eventual Apotheosis after defeating the other Bhaalspawn and his chosen.
(Backstory edited, most of that is for the GM, who is yours truly).
With the Wake of the Sundering, Bhaalists went on a rampage in Baldur's Gate, only to be defeated by the Forces of Good. Or were they? Adventurers are needed to respond to the call of Adventure, the Lords of Baldur's Gate wants to know what is happening. They are looking for volunteers to investigate the number of Bhaalist cells that are in Baldur's Gate, and if possible, track them to the original source -- the Throne of Bhaal.
It's presumed that the last Bhaalspawn gave up his divine spark and the Spark of Bhaal was sealed. But the rise of the Bhaalists pose a lot of questions. Why are the Bhaalists back? What are their motives? Who is motivating them? What really happened at (or in) the Throne of Bhaal, and who, if anyone, is sitting on the Throne of Bhaal?
YES, THIS CAMPAIGN WILL ENTAIL PLANEHOPPING.

EltonJ |

It's more like the aftermath of that plotline.
On the Gods appendix on the 5th Edition PHB, Bhaal was listed as a god your cleric could follow. But there is no information I can glean about Bhaal's return to the Faerunian pantheon. I was, to say the least, pretty disappointed. I wanted an answer to that question, and since nothing is forthcoming, I'll make up my own. :)

AdamWarnock |

I thought I'd leave that up to the players, but I'm partial to 5th edition.
Do you need the PHB to actually get all of the rules or is there like a quick start thing with just the crunch? I am really strapped for cash right now and I can't spend $50 on an rulebook. That and I'd really like to have it in PDF form and it appears WotC hasn't gotten the memo that some of us like our massive tomes available as not so massive electrons.
TL;DR: I vote Pathfinder because I actually have the books for that system and I can't afford to get the PHB at the moment.

AdamWarnock |

And that's the reason I want to throttle those idiots who say "Herp-de-derp Why don't you pirate it? AHerherherher."
Still, what about something like a free starter edition a la GURPS? I think I found something like that, but I don't know if it's from a playtest or the final rules.
(Speaking of GURPS, that seems to be the one system I have never seen a recruitment for.)

Grand Moff Vixen |

Hah! I just started playing the HD remake of Baldur's Gate just yesterday if I recall correctly. Was poking around with it. I think I want to play this.
For the system, I do believe I prefer Pathfinder. I just got my 5e players handbook last week but have not looked it over in great detail.
If anyone wants to buy the 5e player's handbook for $30, check out the seller I bought it from on Amazon.
Impressive, most impressive!

EltonJ |

Okay, Pathfinder compatible.
Races you may choose:
COMMON
- Human
- Elf (you may use Elves of Golarion)
- Dwarf (use FRCS 3.0 or Dwarves of Golarion)
- Halfling
UNCOMMON
- Half-Elf (Bastards of Golarion compatible)
- Half-orc (Bastards of Golarion compatible)
- Dragonborn
- Gnomes
- Teiflings
RARE AND UNIQUE (DM permission required)
- Nagaji (source: Murghom)
- Gilmen (Source: Sea of Fallen Stars or the Sword Coast)
- Ratfolk (Source: Arabel, Suzail, Waterdeep, Baldur's Gate, Tantras)
- Catfolk (Source: same.)
- Aasimar
- Orcs and Drow (not suggested)
Classes you may choose:
COMMON
Any class from the PF Core Rulebook.
UNCOMMON
Alchemist, Cavalier, Magus, Summoner, and Witch
RARE
Most numerous to least.
Hunter, Gunslinger (Smokepowder is the source), Samurai, Ninja, any class from the Advanced Class Guide.

EltonJ |

Level 7. :D
Stats -- planehopping usually requires 25 point buy. :D
Money -- Level 7. This is Harn World's Sherem we are talking about; high magic and all that. Items from Magic of the Realms are available for purchase, as are spells from that book. You may also choose spells from the North Marches.

AdamWarnock |

AdamWarnock wrote:Thank you!
At least now I can still play no matter the system we use (Pathfinder/DnD 5E)
I can give you a link to a PDF of the PHB, but you have to buy a copy of the PHB first.
And ultimately, that's the crux of the problem. I can't afford the PHB right now.
Going to do either an elven or half-elven rogue.

EltonJ |

Faerunian Powers:
GREATER POWERS
Akadi (N) -- Air (both), Illusion, Travel (both), Trickery (Deception)
Bane (LE) -- Darkness (Night), Evil (Fear), Hatred (see FRCS), Law (Devil, Slavery and Tyranny), Nobility (Aristocracy)
Chauntea (N) -- Animal (both), Earth (both), Plant (Growth), Protection (Defense), Renewal (see FRCS)
Grumbar (N) -- Earth (both), Protection (Defense), Strength (Resolve)
Istishia (N) -- Destruction (Catastrophe), Travel (Exploration), Water (Ocean), Weather (Storm)
Lathander (NG) -- Glory (Heroism), Good (Agathion), Nobility (Leadership), Protection (Defense), Strength (Resolve), Sun (Day)
Myrkul (NE) -- Death (Undead), Evil (Daemon), Protection (Defense), Repose (Souls)
Mystra (NG) -- Good (Agathion), Knowledge (all), Magic (all), Rune (all)
Oghma (N) -- Charm (Lust), Knowledge (all), Luck (Fate), Travel (Trade), Trickery (Thievery)
Shar (NE) -- Darkness (Night), Evil (Demon), Knowledge (all), Madness (both)
Silvanus (N) -- Animal (both), Plant (both), Protection (Purity), Water (both)
Sune (CG) -- Charm (Love), Chaos (Azata), Good (Azata), Liberation (Freedom), Protection (Purity)
Talos (CE) -- Chaos (Protean), Death (Murder), Destruction (Catastrophe), Evil (Demon), Strength (Ferocity), Weather (Storms)
Tempus (CE) -- Chaos (Protean), Destruction (Rage), Fire (Ash), Strength (Resolve), War (both)
Tyr (LG) -- Good (Archon), Knowledge (Thought), Law (Judgement), Nobility (Leadership), War (Tactics)
INTERMEDIATE POWERS
Azuth (LG) -- Illusion (see FRCS), Knowledge (Memory), Magic (Arcane), Law (Inevitable), Rune (Wards)
Bhaal (LE) -- Death (Psychopomp), Destruction (Rage), Evil (Devil), Strength (Ferocity)
Beshaba (CE) -- Chaos (Protean), Evil (Demon), Luck (Curse), Trickery (Thievery)
Cyric (CE) -- Chaos (Protean), Evil (Demon), Illusion (see FRCS), Trickery (Deception)
Gond (N) -- Artifice, Earth, Fire, Knowledge, Rune
Helm (LN) -- Glory, Law, Protection, Strength
Ilmater (LG) -- Good (Archon), Healing (Restoration), Law (Inevitable), Nobility (Martyr), Strength (Resolve)
Meilikki (NG) -- Animal (Fur), Good (Agathion), Plant (Growth), Travel (Exploration)
Selune (CG) -- Chaos (Protean), Good (Azata), Darkness (Moon), Protection (Defense), Travel (Exploration)
Tymora (CG) -- Chaos (Protean), Good (Azata), Luck (Imagination), Protection (Defense), Travel (Trade)
Umberlee (CE) -- Chaos (Protean), Destruction (Rage), Evil (Demon), Water (Ocean), Weather (Storm)

EltonJ |

LESSER POWERS
Auril (NE) -- Air (Wind), Evil (Demon), Water (Ice), Weather (Storm)
Bahamut (LG) -- Air (both), Good (Agathion), Law (Archon), Nobility (Leadership), Scalykind (Dragon)
Deneir (NG) -- Good (Agathion), Knowledge (Memory), Protection (Purity), Rune (Language)
Eldath (NG) -- Community (Family), Good (Archon), Plant (Growth), Protection (Purity), Water (Ocean)
Malar (CE) -- Animal (both), Chaos (Protean), Darkness (Moon), Evil (Demon), Strength (Ferocity)
Mask (NE) -- Darkness (Night), Evil (Daemon), Luck (Fate), Trickery (Ambush)
Lliira (CG) -- Chaos (Revelry), Charm (Lust), Community (Family), Good (Azata), Travel (Trade)
Loviatar (LE) -- Destruction (Torture), Evil (Daemon), Law (Devil), Madness (Nightmare), Strength (Ferocity)
Milil (NG) -- Charm (Love), Good (Azata), Knowledge (Thought), Nobility (Aristocracy)
Shaundakul (CN) -- Air (wind), Chaos (Whimsy), Protection (Defense), Travel (Trade)
Talona (CE) -- Chaos (Entropy), Destruction (Torture), Evil (Fear), Nobility (Martyr)
Tiamat (LE) -- Evil (Fear), Law (Slavery), Scalykind (Dragon), Strength (Ferocity)
Torm (LG) -- Glory (Honor), Good (Redemption), Law (Loyalty), Nobility (Leadership), Protection (Purity)
Uthgar (CN) -- Animal (both), Chaos (Whimsy), Liberation (Freedom), Strength (Ferocity), War (Blood)
Waukeen (N) -- Knowledge (Memory), Protection (Defense), Travel (Trade)

EltonJ |

QUASI- AND DEMI-POWERS
Finder Wyvernspur (CN) -- Chaos (Whimsy), Charm (Lust), Healing (Restoration), Scalykind (Saurian)
Gargagos (CN) -- Chaos (Protean), Destruction (Rage), Strength (Fist), War (Blood)
Gargauth (LE) -- Charm (Lust), Evil (Devil), Law (Slavery), Trickery (Innuendo)
Gwaeron Windstrom (NG) -- Animal (feather), Good (Friendship), Knowledge (Aeon), Plant (Growth), Travel (Exploration)
Hoar (LN) -- Law (Loyalty), Liberation (Revolution), Luck (Fate), Travel (Trade)
Jergal (LN) -- Law (Loyalty), Luck (Fate), Repose (both), Rune (Language)
Lurue (CG) -- Animal (fur), Chaos (Whimsy), Good (Friendship), Healing (Restoration)
Nobanion (LG) Animal (fur), Good (Archon), Law (Judgement), Nobility (Leadership)
Red Knight (LN) -- Law (Loyalty), Nobility (Aristocracy), War (Tactics)
Savras (LN) -- Knowledge (Thought), Law (Loyalty), Magic (Arcane), Rune (Wards)
Sharess (CG) -- Chaos (Revelry), Charm (Lust), Good (Friendship), Travel (Trade), Trickery (Innuendo)
Shiallia (NG) -- Animal (both), Good (Redemption), Plant (both)
Siamorphe (LG) -- Knowledge (Thought), Law (Judgement), Nobility (Aristocracy), War (tactics)
Ulutiu (LN) -- Animal (fur), Law (Loyalty), Protection (Defense), Water (Ice)
Valkur (CG) -- Air (Wind), Chaos (Whimsy), Good (Azata), Protection (Defense), Water (Ocean)
Velsharoon (NE) -- Death (Undead), Evil (Fear), Magic (Arcane)

EltonJ |

I'm good with whatever, let me know what I need to do with my item list
Your item list is the same as if you had bought it. :)
But since this is transitioning to the Item Lists in the new DMG (which I am not sure it contains, yet), one of the features of 5e is that you don't buy your magic items any more (or they aren't readily available). It's mostly back to finding them in treasure or making them. :) Just a heads up.
:)