| GM Harm |
The year was 1310DR when scouts from Bryn Shander, the largest of the ten towns, first reported sighting goblin warbands. Within weeks, a river of goblins had flowed forth from the spine of the world, and above that wave of death sailed a banner bearing the monstrous heads of the chimera.
The militiamen of the ten towns would have been the Dale's only defense, had the forces of fate been against Bryn Shander. But Ulbrec Dinnesmore, the mayor of the town of Targos, urged the council to send a messenger south to the port cities of Luskan and Neverwinter.
Luskan had problems of her own, but fearful of repercussions the captains of Luskan devised a simple plan. Throughout the city they posted notices promising wealth and fame. With lean work in the northern port city, many mercenaries and thugs were lured to the ships that would take them even further north.
And so their ships crept through the sea of moving ice and onto the Shaengarne river. They bragged of the deeds they would perform and the castles they would purchase. Lost in their reverie, the were blind to the throngs of goblins and orcs that lay in wait. Only a few ships survived the assault. Those that continued up the river watched as the town of Bremen burned. One of the Ten Towns had already fallen
Many wondered, as I often wonder, what difference only a few can make against so many, and in the midst of such terrible circumstances...
Welcome to Icewind Dale! The year is 1310 DR, and the northern lands of Faerun are threatened by an amassing army of orcs and goblinoids. The Ten Towns cry out for aid; will you answer the call?
I’ll be looking for 4-6 characters to embark on an epic quest to the frozen northern reaches of Faerun.
Characters will start at 1st level, and recruitment will be open for 1 week. Submissions close at 12:00AM (GMT) December 18. I’ll dig through the applications and announce the selected party by December 20. This gives us a few days to work out party logistics before Christmas, and fine tune any last minute issues. The selected players should be able to commit to posting at least once per day during the week, and once on weekends. I realise that Christmas is looming, and as such I don’t expect to fully get into the swing of the campaign until after the holiday rush subsides. For an application to be considered complete it will require a character sheet (no need for an alias; a spoiler posted in this thread will suffice) and background as detailed below.
Abilities: 25 point buy, with no stat below 8 before racial modifiers.
Hit Points: Max HP at first level. Half rounded up or roll (whichever is higher) every other level.
Sources Available: Core classes are a given. Make a case for any of the other class options and we’ll see if it fits. No 3rd party.
Races: Core races, planetouched (aasimar and tiefling only) and underdark (drow, duergar, svirfneblin) are all fine.
Alignment: Any non-evil.
Wealth: Maximum starting wealth for your class. Resources will be scarce initially so make sure you pack suitably.
Skills: We will be using background skills.
Traits: 2 traits.
* Your character should have a reason to have been in Luskan prior to the campaign starting, and a strong motivation to travel to the Ten Towns to lend a hand. Whether this is to escape a debt, to earn a name for yourself or good ol’ fashioned altruism is completely your call.
*You’ll begin in the Town of Targos. Resources are limited due to the recent circumstances and as such even simple items will be costly or difficult to procure at first. Don’t forget to bring a coat, it gets cold in the north…
*The Forgotten Realms is a setting with a rich history and some fantastic lore. I encourage you to steep yourself in it for a while before creating a character. There are stacks of fantastic novels, video games and comic books that may help provide inspiration and help to cement your character within the setting.
Also, If this starts to pick up in the next few days I’m considering opening an in-character tavern RP tab on a separate thread. I’ve got some ideas that would lead into the campaign-proper quite nicely so stay tuned for the link.
I’ve probably forgotten some really pertinent information here; feel free to fire away with any questions you may have.
| Black Dow |
Dotting for interest.
Am thinking Uthgardt (Gray Wolf Tribe) Barbarian (Mooncursed/Beast Totem archtypes).
GM Harm: Would you consider allowing a Skinwalker - character would have Uthgardt (Gray Wolf blood) but not be a direct tribe member?
If Skinwalker is a go I'd potentially shift to Fighter (Savage Warrior).
Cheers
BD
| Lazyclownfish |
My point is that you should be careful with a drow concept. I ran a lot of this setting back in the day. And not only are drow concepts everywhere, the setting is pretty clear about drow. One redeemed drow is hard enough to stomach. I turned down a lot of drow concepts at my table.
That said, a mind-wiped concept could work.
| Grumbaki |
The IWD2 NPC Project had a drow character, Rizdaer.
“You were entrusted with delivering Rizdaer the Drow to Lord Ulbrec of Ten Towns for a small fee. Apparently the drow was passing himself for a half-drow in Neverwinter and soldiering for the garrison. While they did not see through his crude disguise, Rizdaer's barrack mates did not like serving with a drow-spawn of any kind. Eventually, an ugly fight broke out. By the time an officer happened by, two of Rizdaer's opponents were slain. Rizdaer was to be hanged, but at the time, the priests of Tyr were collecting the able-bodied criminals to be sent to the besieged Ten Towns where they would get a choice to fight their way to redemption or die in lieu of execution. From what he told you, Rizdaer was left for dead after a failed drow raid and survived with the help of some village kids and a farmer's wife. He seems to think that the Surfacers are little different from the drow, if more hypocritical, though he likes the notion that men have better station. There are obviously blank spots to be filled in his past.”
| GM Harm |
Forgive the brief reply here all, I'm posting from my phone.
@Black Dow, I'm not too keen on incorporating skinwalker, but I love the idea of a moon cursed Uthgardt barbarian.
@LCF, I'd prefer to stay away from genasi, how integral is the race to your concept?
@Critzible, unchained is fine
@Mishima, if you're dead keen on a drow character, may I suggest half-drow? There's plenty of underdark to be had later on in the campaign, and provided your character isn't a reskinned Drizzt there's no reason you shouldn't throw in an application. Multiple submissions are welcome, why not try your luck?
| Lekkric18 |
Definitely dotting for interest. I'll also have to go back and re-read a bunch of novels. What a sacrifice, right? :)
Would a brawler be ok?
Thinking maybe a local tough who has to leave town due to a "disagreement" with a prominent citizen. Ten Towns seems like a good place to lie low for awhile.
My other thought is a bard who is heading north as an opportunity to find an adventure worth a song. It's a little foolhardy, but such is the price of fame.
| Scramsax |
mishima here, just need to whip up an inventory spreadsheet, but here is my (non-drow) submission:
Scramsax Rendel
LN Human (Chondathan) Wizard (transmuter)
10.16.12.18.12.11
Background:
"By the clocks of Neverwinter..."
Son of Saborn Rendel, one of the founders of the Waterclock Guild of Neverwinter, Scramsax inherited his father's propensity to temporal studies. Unlike Saborn who believed time flowed like water in predictable measures, Scramsax holds time is a perception independent of objective reality.
Scramsax was a mage of some renown until a certain incident involving Mount Hotenow. Predicting its eruption, Scramsax used his position to alter the city planning in the Bluelake district, moving a significant number of important businesses to new 'safer' locations.
But when Hotenow's eruption never came, and the businesses lost wealth because of their inferior locations, Scramsax was shamed and voted out of his father's guild. Some suspected Scramsax was a Zhentarim agent, a false, stinging accusation that still haunts him today.
Rendel attempted a new start in Luskan as a navigator, but his reputation betrayed him and at times caused him physical harm. Scramsax managed to get work with only the most foreign of sailors, a rare score here and there, before getting into deep debt with the Suljacks.
With little but a coin to his name, glamering tricks for a hot meal, Scramsax has abandoned the Sword Coast and seeks the anonymity of Icewind Dale. But he never lost his perception of time. No matter what happened here in Icewind Dale, he knew he could always go back again and make it right...
Arcane Bond - broken experimental timepiece (amulet)
hp: 8
ac: 13.10.13
sv: 1.3.3
atk: 0.3
cmb/cmd: 0.13
init: 4
perc: 2
concen: 1+4+1=6
Languages: Common, Elven, Dwarven, Giant,
feats:
combat casting
sf(spellcraft)
scribe scroll
skills (7): rank+class+ability+misc
c(alchemy) 1+3+4=8 [background]
k(arcana) 1+3+4=8
k(engineering) 1+3+4=8 [background]
k(history) 1+3+4=8
k(geography) 1+3+4=8
k(planes) 1+3+4=8
spellcraft 1+3+4+3+1=12
perc 0+0+0+2=2
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Known:
0th(all but ench/necro)
1st (7)
Endure Elements, Obscuring Mist, Comprehend Languages, Identify, Silent Image, Feather Fall, Magic Weapon
Prepped:
0 (3) DC 14:
Detect Magic, Read Magic, Prestidigitation
1 (2+T) DC 15:
Obscuring Mist, Silent Image, Feather Fall
Telekinetic Fist: (7/day) ranged touch 1d4+1 bludgeoning
| The Pale King |
GM, are you okay with the Sylvan Trickster or Eldritch Scoundrel archetypes for Unchained Rogue?
| Lazyclownfish |
What do you think about Chaotic Neutral Cleric of Talos? I don't imagine Talos is too picky about whether destruction is wrought among goblins or civilized folk.
Well, maybe a little. But my character would have strong opinions about those deserving of his god's wrath, and act accordingly.
It's actually kind of tricky doing research for concepts because of how far in the past this is. Several of the main deities don't even exist yet O.o
Edit: Domains are kind of a mess, in general as well. Kossuth is maybe a better fit for my concept and allows good-aligned clerics. But he has a couple domains that don't exist O.o
Jesse Heinig
|
@DM, will you use Variant Multiclassing? And do you have...
@mishima, there are lots of ways that you can get a drow character; you don't necessarily have to be "redeemed," just someone who doesn't fit in. For instance:
• Viconia deVir, in Baldur's Gate, is a refugee who fled after her House was wiped out in an internecine struggle. She renounced Lolth and took up worship of surface gods. While she starts evil, depending on story development she can shift to neutrality.
• Eilistraee is, of course, a patron goddess for good drow, and you could easily play a cleric, ranger, or other character who has rejected drow values but chosen to follow this hidden goddess. You could have a wide range of personality archetypes here, ranging from the drow who yearns for a return to the innocence before drow and surface elves split; or a drow who is a hidden figure who is trying to find a better path for drow, but doesn't necessarily try to 'fit in' with humanity; to a drow who is a reluctant convert, exiled to the surface, who feels that having some kind of divine patron is necessary (it's how you get power to survive, right?) and thus has grudgingly become a convert to Eilistraee, but not necessarily an enthusiastic one.
• The "Daughter of the Drow" novels centered on a drow who was a multiclassed character who was largely driven by her own selfish whimsy - not a hero by any stretch, but also rejecting the actively evil and sadistic aspects of drow culture. A drow could be looking for novelty or unique experiences that they would never find in drow society.
• A drow male, especially a wizard, might be driven to come to the surface in order to pursue a personal agenda that can't be easily carried out in the Underdark. A novice wizard looking to become more powerful could easily do so on the surface instead of down below, where he'd be likely to be a pawn in some House game and get killed long before he ever became a mighty magician.
• And for further inspiration, in a different game on the boards I play a drow paladin who arranged to have himself sold into slavery to a trader who would take him to the surface, because he knew that it would be easier to break out of bondage up there than down below, and that he could then flee, whereas an escaped drow slave down below would quickly be noticed and captured or killed by other drow.
| DBH |
Would an Alchemist be acceptable? Otherwise I'll go with a Sorcerer of the Draconic bloodline. With Dragon disciple later on.
I'm thinking of someone who tends to either blow things up, or set them on fire. Having problems with both alcohol and impulse control. Not quite sure how they ended up on the boat to the Ten towns with an awful hangover?
Critzible
|
Small Humaniod NG
Init:+5 Perception
Defense
AC:19, touch 16,flat footed 13
Studded Leather:(25gp) +3 Max Dex:+5 ACP:-1 20lb.
hp:11
Fortitude:+5(2+1[Con]+2[race]) Reflex:+7(2+3[Dex]+2[race]) Will:+5(0+3[Wis]+2[race])
Defensive abilities:
AC:19 [10+3(armor)+3(dex)+2(race)+1(size)]
Offense
Speed:20
Melee:+2
Dagger(x4)(8gp)+5 1d3 19-20/x2 10ft Piercing 2lb
Light Hammer(1gp)+5 1d3 x2 10ft Bludgeoning 2lb
Light Pick(4gp)+5 1d3 x4 Piercing 3lb.
Cestus(5gp)+5 1d3 19-20/x2 Bludgeoning 1lb
Ranged+5
Dart (x20)(10gp)+5 1d3 x2 20ft Piercing 10lb
Heavy Crossbow(50gp)+5 1d8 19-20/x2 120ft. 8lb.
-10 bolts 1gp
Offensive abilities:
Statistics
Str 10 Dex 16Con13 Int14 Wis16 Cha10
BAB:+2 CMB:+0 CMD:13
Feats:Weapon Finesse
Traits:
Reactionary: +2 Initiative
Naturally Gifted: You gain another use of a spell like ability, that you already possess for that day.
Skills:9 Background:2
Acrobatics:+4 [1+3]
Climb:+4 [1+0+3]
Disable Device:+7(+8)[1+3+3+1*(traps)]
Perception:+9(+10)[1+3+3+1(traps)+2]
Sense Motive:+4[1+3]
Stealth:+13(+15)[1+3+3+2(racial)+4(size)+2*(underground)]
Survival:+7[1+3+3]
Knowledge(Dungeoneering):+6[1+2+3]
Heal:+7[1+3+3]
Background:
Craft(traps):+6 [1+2+3]
Craft(alchemy): +8[1+2+3+2(racial)]
Languages:Gnome,Undercommon,Common,Dwarven
SQ:
Combat Gear:
Race:Svirfneblin
Small:+1 Attack,+1AC,-1 CMD and CMB
Speed:20ft
Languages:Gnome, Undercommon,Common,Dwarven
Defensive Training:+2 dodge bonus to AC
Fortunate:+2 to all Saving Throws
Spell Resistance: 13(11+level)
Skills:+2 Stealth (+4 Underground),+2 Craft(Alchemy),+2 Perception
STonecunning:
Svirfneblin Magic: +1DC to all Illusion Spells they cast! Constant-Nondetection, 1/day:Blindness/Deafness(DC12),Blur,Disguise Self
Hatred: +1 to attack reptilian humanoids and dwarves.
Darkvision:120ft
Low light vision:
Class:
Ranger(Trapper)
Proficient with all simple weapons and martial weapons With light,Medium armor and Shield
Trapfinding:+1 to Disable Device and Perception
Favored Enemy: Goblinoids
Track:
Wild Empathy
Equipment:
Explorers’ outfit(free)2lb. Slate Gray, Black, Brownish/gray clothing that is rugged and meant for those venturing the world.
Dart Bandoleer 5sp
Quarrel
Thieves Tools(30gp)1lb
Pathfinders’ Kit(12gp) 71/2lb. Backpack,Bedroll,Belt Pouch,a clay mug,a dagger,2 fish hooks,Flint and Steel,sewing needle,signal whistle,50ft of string,50ft of thread,waterskin,weeks worth of rations,whet stone.
Money:
PP-
GP-28
SP-5
CP-
.
Background: Born in Blingdenstone, Blidengulp was raised like most svirfneblin, to stay quiet and still, to use subterfuge and trickery to combat the enemies of their homeland. Most of which where the Drow of Menzoberranzan and there fodder the goblinoids. Due to this Blidenglup apprenticed as a breach gnome, his fighting style a whirl of pick and hammer when needed. Otherwise he was taught to tend to the towns traps.
For years he learned the skills necessary to do just that. For years Blidengulp learned all he could. He helped repel a few drow scouting parties and Goblinoids. His most recent encount found him facing a few bugbears and their Lolth kissing mistress. The group came not for slaves or pelts but for a precious and magical gem that the deep gnomes of Blingdenstone have held for years. Its powers unknown yet its importance one that ties into the worship of Segojen Earthcaller. Blidengulp is not a follower choosing the gnomish god of illusion and trickery Baravar Cloakshadow, still he was chosen to recover the relic.
Outfitted with a variety of goods to get him to numerous destinations Blidengulp followed the path of the thieves. Going to Menzoberranzan and surviving only lead him to learn of the gems ultimate destination to some Giants in the north. Giants that the Drow sought to secure trade with, as they wanted more human slaves from the savage tribes of Icewind Dale. Blidengulp somewhat fearful headed to the surface. Fighting his way through a few different creatures he finally stumbled into a portal that led him to the surface. From there he inquired about the Northern Realm called Icewind dale form merchants in a city dubbed Neverwinter. Blidengulp followed their suggestion joined a caravan and found himself in Luskan.
Along the way the svirfneblin was unsure exactly what strange things he saw. The Surface and its open sky, and lack of walls was confounding and yet at the same time freeing. Still he had a job to do, one that his people were counting on. With that driving him he finally made it to Luskan and now has procured passage from the port of Luskan to the only known cities of Icewind Dale called Ten Towns!
| Lazyclownfish |
I found a way to work my concept so don't worry about Kossuth's domains or allowing Talos. I'm just taking a single domain.
I came up with a pretty interesting concept. Fire-Tortured Illuskan slave kills his Thayan master and escapes back north to the homeland he's never known. Along the way, adopts the reverence of the only constant he's known in his short life. Fire. Kossuth isn't picky in the slightest about his clerics and grants him the very power his master used to torture him. Of course, the Thayans don't like when slaves kill their masters, so he has to keep running north.
Functionally, he'll be a full healer/utility with pretty reasonable blasting power as needed.
I'll get a full write up once I have things closer to complete.
| GM Harm |
Good to see the ideas are flowing all, keep them coming!
@Mishima and Critzible, I've had a brief look at your characters, everything seems A-OK so far. I'll have a more detailed read through in the next few days.
@The Pale King, those archetypes look fine to me, go for it.
@LCF, glad to see you resolved the deity issue. I think your idea is really interesting, I'm excited to see how you flesh it out.
@Jesse Heinig, no VMC. Your other idea has piqued my interest though, I haven't got anything planned in that regard but I like where your head is at. PM me your thoughts/ideas and we'll work something out.
@DBH, Alchemist is fine if that's your first preference; it's completely up to you which direction to take.
@ALLENDM, there's nothing wrong with the classics, go right ahead. I haven't planned on using any FR specific source material however if there is content from the 3.0/3.5 FR books that you're interested in re-skinning I'm happy to work something out.
| Valjoen_KC |
I'm thinking of a dwarven sorcerer that goes with the dragon disciple prestige class. Obviously, charisma is creating the difficulties with this build. I could go Empyreal to switch out Charisma for Wisdom, but that means I'm forced to go Crossblooded/Wildblooded further limiting his known spells.
Would you be willing to house rule the human favored class bonus for a dwarf? Honestly, the dwarven favored class bonus is terrible ("Add +½ to acid and earth spell or spell-like ability damage.") I'd much prefer to grab an extra known spell. My first thought was to give him a large dwarven double war axe and make him a melee Dragon Disciple, but more I think about it, I think a full caster Dragon Disc will be much more interesting to play.... so, spells are at a premium.
| GM Harm |
@Helikon, both concepts would work but there seems to be a lot of caster submissions... Ultimately it's up to whichever archetype suits your character
@Valjoen, I'll look into the favoured class bonus but at this stage that house rule is unlikely. I feel like the human option represents the flexibility of the race, whereas the Dwarven one is more keyed to their affinity for earth. Would you be happy with a compromise, for example if you were allowed to add an extra spell known but it had to be of the acid or earth subtype?
| Lazyclownfish |
I'm thinking of a dwarven sorcerer that goes with the dragon disciple prestige class. Obviously, charisma is creating the difficulties with this build.
Technically, Faerun has Gold Dwarves that trade the Charisma penalty for a Dexterity penalty. They're a little different than your typical dwarf, but perhaps the GM would consider allowing that option?
| Lazyclownfish |
Now I'm jealous. Gold dwarves are awesome. Lol
I may be a little later with my submission as I'm working on some other stuff, but I'm not missing a chance to play in Faerun again. My staycation starts the 16th so I'll have tons of time that day if I don't get to it sooner.
Would you consider allowing an Oracle of Flame? It might fit my concept a little better. If not, cleric works fine.
| Valjoen_KC |
Below is a link to my submission:
Thâdænn is a Gold Dwarf Sorcerer with the draconic bloodline. He is a gregarious, affluent dwarf who comes from a prominent, wealthy family in East Rift. He has spent much of his life savings tracing the origins of a family legend back to the Ten Towns. He had intended on studying the arcane arts, but had found it necessary to vindicate his great-great-grandfather's reputation as a dragonslayer before resuming his studies.
Presently, he has self-discovered some innate magical talents along his journey. However, believing them to be part of his studies to become a wizard, he does not yet realize the true-nature of his draconic bloodline powers.
| Griff Stonefist |
This is Lekkric's entry, a half-orc brawler. Everything is in the alias.
Griff looks up from his mug with a frown. When he sees a brimming mug of foaming ale held out to him his face lifts immediately, gesturing to the empty seat next to him. After having a few more ales pushed his way he leans back and begins to open up to his new friend.
"Well, I’ve spent me whole life on the road. I ain’t never been one for a normal day job: don’t like bein’ tied down, y’see. It’s almost a routine by now; I get to a town, do a few odd jobs fer who needs it, don’t show up a few times ‘cause I’m hung over or still drunk, an’ I get fired. O’course this jus’ pisses me off so I blow me money in the tavern, get into a scrap ‘er two, an’ get run outta town after I beat up a few too many glass-jawed locals. That’s what happened in Luskan, and why I’m here in this little hole of a town. What's it called? Targos? It's as good a place as any, an' better'n most fer hidin' from those that got a beef with ye.
Where’m I from? Crap, ain’t you a nosy one? Didn’t I just tell ye I’m from everywhere? Oh well, s’long as you keep the ale comin’ I can keep the tale comin’. Heh, that rhymed. I should be a bard or somethin’. This dunghole could use one, it’d liven the place up. What was I sayin’? Right, me mom and dad was both half-orcs like me – I didn’t come about from no rape or nothin’ like you hear about sometimes. Anyways, it was a long way from here, a place called Vaasa, you ever heard of it? No? Well, like I said, it’s a long ways off. Pretty much due east of here, I think. Not sure, I took what you'd call the "scenic route". Gets cold, but nothing like this place. Anyways, like I was sayin’, I been on the road since I was old enough to get away from me bastard father. You think I drink a lot? Ha! I can’t hold a candle to that old man, and I ain’t near as ornery a drunk as what he is neither.
So anyway, I left pretty young – headed south, like any sane person would’a done. It’s hard to find a place to fit in, though, fer a half-orc like meself. I must’a passed through near every city and town on the whole of Faerun before I made me way to Luskan. I can’t even name ‘em all, it’s been so many. The big ones, o’course, like waterdeep and neverwinter. Memnon, Calimport, I been to ‘em all. And now I’m here. Sitting in a creaky little tavern in a cold little town, drinking warm ale while the wind howls outside the door. Hells, gimme another ale, a story like mine’d drive anyone to drink."