Pool of Radiance

Game Master Tarloc Doom

An ancient evil has erupted in the far reaches of the Moonsea the town of Phlan has fallen it is up to Foreign adventures to decide the fate of all of the Moonsea...


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Hi all decided to start up a homebrew campaign based on an old AD&D game will take place in Faerun but will be using pathfinder rules.

The Pool of Radiance adventure takes place at the ancient city of Phlan, on the northern shore of the Moonsea, deep within the continent of Faerun. The formerly great city of Phlan lies in near ruins, held in the grip of a terrible lord, who lurks somewhere within the ruins, and commands monstrous warlords and their hordes of minions, who each struggle for power among the monstrous factions within the uncivilized portions of the city.

Ancient families from the days of Old Phlan have managed to reconquer a portion of the Phlan, with hope that they can retake their ancestral city, uncover it’s lost riches, and restore the city’s greatness, once again. Thus came the necessity for it’s City Council to call upon mercenaries and heroes to bring the city back to it’s former glory…

Bards have traveled the Realms, heralding the call for help, and flyers have been posted throughout many cities and towns, perhaps you’ve seen one…

Flyer, Poster

The Requirements Will be:

>20 point buy system
>Core rulebook and Advanced Players guide allowed(Ultimate Combat and Magic may be allowed on request)
>2 traits
>Maximum starting gold for class
>Able to post daily
>will be choosing party based on character background and how the group will be able to work together
>Evil character allowed on request and with good back story
>character will start at lvl 1
>accepting 6-8 characters for this adventure
About New Phlan:

New Phlan is the result of a stockaded community that rose up within the ruins. Surviving the devastation of the Flight of the Dragons, which took place in the month of Kythorn (June), in the Year of the Dragon, Dalereckoning 1356, the men and women of the community set up a council of strong leaders made up from the very families of the previous council from Phlan’s past, some fifty years ago. Further reestablishing their home, they built up a stronger defense for their portion of the city.

Please post if your interested, THANKS!


I might be interested. I would go after an ultimate magus, or perhaps a bone mage (a dragon magazine prestige class, don't recall the name), or an oracle wilder.


sounds awesome! i love applying old dnd adventures to current rules.

putting in for the the fighter.

hmmmm...faerun. ill say my fighter is from silverymoon. What would be the time line? before or after the mess up of the map?


Dalereckoning 1356 is the aprox year it will be taking place.

Liberty's Edge

Can Silver and I try out for the group?

EDIT: Either that or a halfling monk I have built. He has a feat called Pack Mule though(3rd party).

Pack Mule:

You can carry more than others of your stature.
Benefit: You gain a +4 bonus to Strength for the sole
purpose of the weight you can carry (or your encumbrance).


Been working on this for days and finally got it all finished all you need to know about setting and background of the story here goes.

HISTORY OF PHLAN AND THE MOONSEA REACHES:
To most inhabitants of the lands of the Inner Sea, the Moonsea and its cities represent the border between civilization and barbarism. The Moonsea sits like a great plug straddling the territory between the Mountains of Vaasa and the Nomad Steppes, protecting the southern territories from the incursions of savage Northerners. To the south of the Moonsea lie the civilized lands of Cormyr and Sembia. To the north lay hundreds of square miles of cold and unforgiving waste. Even when the southern kingdoms are themselves besieged by orcish hordes, dragons, and fell monsters, they take comfort in the fact that, “It’s worse around the Moonsea.”

The Moonsea Reaches are defined by sages as being those lands bordering on the Moonsea and its major contributing rivers. These major rivers are the Tesh, flowing past the shadowed battlements of Zhentil Keep; the Wyrmflow, a cold stream flowing from the east; the Duathamper, also called the Evenflow, beginning deep in the heart of the Elven Court and flowing north; and the Barren River which flows out of the Dragonspine Mountains and into Phlan. The River Lis carries the waters from the Moonsea south to the Inner Sea.

The Moonsea itself is an odd combination of abyssal deep spots, ship-ripping shoals, and rich fresh-water reefs. Despite this, travel across the Moonsea is generally safer than making the journey on land, so that most of the major merchant activity is by water.

This is not to say that the Moonsea is without dangers. While monsters are more infrequent along the Moonsea, those that exist are generally more powerful than their landed cousins. Regions of the Moonsea are recorded as being haunted, and there have been numerous sightings of ghost ships.

THE ANCIENT CITY OF PHLAN:
Phlan was the first great city of the Moonsea, reaching its peak some thousand years ago. In those days, the Moonsea was better known as the Dragon Sea, named for the large numbers of great Wyrms that inhabited that area and the regions to the north. The Barren River was then called the Stojanow, a dwarvish word meaning “Trade Route,” for it was down this passage the ore-laden barges floated, bound for the south. Early Phlan was a trading outpost on the north shore of the Moonsea, set up to facilitate trade between the Elves of Myth Drannor (the most powerful elven capital of the time) and the tribes of Thar, Vaasa, and the Ride, as well as the Dragonspine Dwarves.

Trade between the powerful elves, the wild humans, and merchant-dwarves was a great success for all sides. Soon Phlan was the most powerful city on the Moonsea, outshining its only rival, the Elven Docks of Hillsfar, on the south coast.

At this time, the elves planted the Quivering Forest north of the city. This copse was mildly enchanted, hastening the growing season to produce a great woods in the span of a human generation. Though the woods have been felled on a number of occasions, it has always returned to its original form, becoming a light woods within two years, and a deep shadow-filled forest by the end of a man’s life.

The elves, the legend says, first discovered the Pool of Radiance. Its description has varied through the passage of the years. Many wise sages have declared it a myth and a con-man’s gambit. The location of the Pool changes from tale to tale. Sometimes it is deep in the heart of an eternal wood, sometimes on an island circled by great wyrms, and sometimes in the heart of a huge solitary peak that rises above all others in the Dragonspine Mountains.

It is said that the pool glows with its own energy. Those that approach it feel new power within their bones, while an unreal melody holds them in a rapture. Legends say that the Pool’s power created the Quivering Forest and caused the Sorcerer’s Isle to appear.

The Pool is said to bring great power to the worthy, and death most horrible to the unworthy. Some tales say that the individual should drink it, bathe in it, or throw coins into it and wish. There are numerous folk tales of the wise fool stumbling upon the Pool, and gaining wondrous power or meeting a gory end. The abilities of the Pool change according to the needs of the tale-spinner. In any event, a trader or adventurer who encounters a sudden windfall or great riches is said to have “visited the Pool.”

Whether the Pool is real or some literary invention, the First City of Phlan (also called Archaic Phlan) survived in peace for many generations of men. In the end, outside influences brought about its downfall. Settlers began to intrude from the lands of Cormyr and Sembia into the south of the Elven Court. At the same time, the beast-men of Thar, which are today called ogres, began gathering into large hordes, ravaging the countryside.

Phlan built mighty walls and withstood a decade of constant invasion. In the end, its fate was sealed by the elves withdrawing within the Court combined with the dwarves pulling back into western reaches of the Dragonspine Mountains. With its trading lifeline cut, Phlan fell into disrepair. When the Black Horde finally demolished the city walls in the Year of the Tusk, (112 DaleReckoning,) they found little but an empty husk. The greatness that was Ancient Phlan had passed.

GREATHAMMER AND THE FIRST REBIRTH OF PHLAN:
Phlan remained relatively uninhabited for the next 500 years. The city’s position at the mouth of the Stojanow did make it a useful meeting place for traders. Twice during this period a pirate community grew on the ruins of Phlan. The first time they were burned out by a navy sailing from Mulmaster. The second time a group known as the Red Horde, led by a red dragon of incredible age, leveled the community. Following this attack, buccaneers never regained their power in the Moonsea (though small bands still persist).

With time, the civilizations of man moved further north, the greater beasts retreated, and many cities were founded on the shores of the Moonsea. Yet the beasts did not retreat far. Dragons nested in the Dragonspine Mountains, ogres raided from the Great Grey Land of Thar, and horrible undead things lingered in the swamps and in the passes through to Vaasa.

Hillsfar retained its elven ties and flourished even as Phlan’s power was deteriorating, growing from a small town into a large prosperous city. The foundations of Zhentil Keep and Mulmaster were laid while Phlan lay in ruins. Small towns such as Melvaunt, Thentia, and Elmwood were started during this period. The inland city of Yulash, situated atop a great mount that dominates the southwestern corner of the lake, rose to the zenith of its power during this time

In 712 DR, the year of the Moon’s Tears, Milsor the Valjevo, Founder of the Valjevo Dynasty, journeyed to Phlan to re-establish the city as a trading outpost. He was aided in his task, by the Wizard Rimon and the Priestess Alonius of Tyr.

Milsor, Rimon, and Alonius gathered together interested adventurers and cleansed the city of the evil orcs and goblins that had made it their fair. They cleared the banks of the Stojanow and drove the arch-lich Zanakar from the Sorcerer’s Island in the center of Lake Kuto. In return for his efforts, Rimon was given the Sorcerer’s Island as his home. Alonius, in turn, was given a wide area in the recovered regions of Phlan as a temple to Tyr, the god of justice.

By 750 DR the temple complex has been finished. In its day, it was said to be the largest temple of good in the entire North. The city as well had recovered, and large numbers of immigrants arrived. Some were natives of other Moonsea cities seeking to make or expand their fortunes in the new lands. But others arrived as well, including men of the Dalelands and Sembians, as well as farmers and lumbermen, intent on making the region their home.

The newcomers built on the ruins of the old city, often not checking what had lay beneath their foundations. Some curious souls reported great, twisting passages leading far beneath the earth. Exploring such areas was first discouraged. It was later outlawed after a party of adventurers freed an extremely large beholder. The newcomers, led by Valjevo and his heirs, closed off the passages choosing to ignore the past and seeking only the future for their city.

The dalesmen spread up the Stojanow River. They diverted the river’s flow and turned the rocky terrain into a rich landscape of fields and orchards. The reach of the farmlands extended from Lake Kuto to the city of Phlan at the mouth of the river. Some say the land was so rich because of the proximity of the enchanted Quivering Forest. Others ascribe the bounty to the wizardries of Rimon. Still others credit the series of dikes and levees that the farmers, aided by magical spells, used to harness the river itself.

Whatever the cause, the healthy harvests of the Stojanow River Valley provided Phlan with a solid trading base. For the next 200 years Phlan was the center of the trade around the Moonsea. Its grains, fruits, and tubers filled vaults from Mulmaster to Zhentil Keep. It appeared that civilization, after a false start, had finally made a major foothold in the lands north of the Moonsea.

Such was not to be the case, for the forces of good and evil ebb and flow like the shores of the Moonsea itself. In the 195th year of Phlan, (907 DR), the golden age ended in rust. A plant rust, which affected most of the farmlands around Phlan, destroyed harvests for the next three years. Suddenly the Moonsea reaches were in the grips of a powerful famine, relieved at great cost with shipments from the south. There was great suffering, and other cities, once so enamored of Phlan’s gentle power, were resentful that it had failed.

The native Phlanars were resentful as well. Their once good rulers had fallen into a sloth and ease in the centuries since the reestablishment of the city. The Valjevo blood was said to run thin in the Princes and Princesses of Phlan. They reacted to the plague infesting the grain by first ignoring it, then setting up committees, and finally legislating it out of existence. Only when the magnitude of the problem became clear, did they act. Even then they failed their people, overracting to the point of placing a ban on all shipments out of the city, seeking to keep what supplies were left for the native population.

The other cities, already angry with Phlan for its rising prices in the face of the plague, rebelled against this new measure. Fleets from
Mulmaster and Hillsfar began to raid cargos destined for the city. Smugglers operated out of the Twilight March and Stormy Bay despite official attempts to enforce the ban on shipments.

A large land force equipped with siege machinery set out from Zhentil Keep toward Phlan. The force encamped at Stormy Bay while the ruling heads of Phlan negotiated to spare the city. In the end, the Keeper force was turned back through a massive payment to their leaders. These leaders were the first appearance in Phlan record of the Zhentarim, which would increase in power over the next 300 years.

During this activity, Rimon, now old in the ways that only wizards can be old, disappeared from his rocky abode. What became of Rimon is unknown, for the rulers of Phlan had not sought his council for a generation. Some say he became a lich himself, using the methods discovered by Zanakar. Others say that he sacrificed himself in battle on a far-distant plane in order to save the lands of Phlan. Still others state that he had found the Pool of Radiance and became a great and powerful being in some other part of the Realms. Most likely Rimon merely fell prey to the effects of old age as all mortals do. Whatever the cause, Rimon was never seen again in the Realms, and his citadel became a haunted, abandoned ruin within a decade.

The Famine of the Red Plants passed after three seasons, and an abundant harvest returned to Phlan. But the harvests were never to be as great as before, nor the fruit from the orchards as sweet. Whatever magic, true or imagined, that had reestablished Phlan passed. The city began to become gray and ordinary, losing power to the Keepers and the men of Mulmaster. The golden age was over.

The Valjevo Princes, their blood thin indeed, continued for another century. The century was filled with petty wars between the various city-states. No longer the leading city of the Moonsea, Phlan battled with its rival more often. Piracy, or rather privateering, was on the rise, a situation that continues to this day among the city-states.

Phlan was wracked by interior torments as well. The people of the city were well aware of their loss of power and prestige. Farms north of Phlan were now being abandoned. Dark shadows lurked between the massive trunks of the trees in the Quivering Forest. An attempt to clear a path through that growth in 1023 DR resulted in the death of the last surviving Great Prince of the Valjevo family.

The death of the Great Prince resulted in a three-year civil war within the city, as various factions supported different candidates to take the
mantle of the Great Prince. All candidates’ claims upon the royal blood were questionable and every faction sought to control Phlan’s future through placing their choice on the throne. During this time, the great temple of Tyr was looted and burned, leaving only a great blackened shell. Many of the leading merchant families fled to other climes.

In the end, the last survivor was a young noble supported by a group of powerful merchants. They created the first Council of Phlan to act as regents for the youth. The Council spoiled the child, who grew into a spoiled man who was unable and unwilling to take the reins of power. He died without issue forty years later, and the Council has ruled ever since.

THE FALL OF PHLAN:
The last 300 years of Phlan have been a continual retreat from the greatness that once was. Smaller rural towns were abandoned in the face of increasing evil to the north. Sorcerer’s Isle was said to be inhabited again by fell powers. The city fell back upon that which it did so well so long ago: trading. It began to serve again as the middleman between the new powerful Northern tribes and the established nations of the South. For a short time, about a hundred years ago, the awful tide of retreat seemed to be halted and the city was on its way to becoming a prosperous trading town once more.

Yet dark things continued to lurk on the borders of Phlan. Sorcerer’s Island was said to be inhabited by Yarash, an evil mage who was said to be seeking Rimon’s power, the Arch-Lich’s magic, the Pool of Radiance, or all three. The greatly diminished Dwarven Nations of Dragonspine reported great
hordes of orcs and ogres attacking their citadels, and their barge trade came to a complete halt. Small towns and hamlets were raided and burned with increasing regularity, sending refugees to Phlan seeking passage to safer lands.

Then disaster struck, Raiders from the north, aided by dragons and other dangerous creatures, poured down out of the northlands. The Quivering Forest was burned in a massive fire that dominated the sky for a month. Monstrous hordes containing every imaginable creature marched with horrifying precision toward the city.

The Council debated, argued, and debated again while the hordes drew nearer, much as the last Valjevo Princes did in their long-ago folly. Finally, they chose to fight, but were overwhelmed by the forces of orcs and dragons. Phlan burned and fell to the forces of evil, who looted and pillaged that which remained.

The last remnants of the Council stood their guard, trying to evacuate as many citizens as possible. Of the council members, the Last Priest of Tyr, Ferran Martinez, held the last garrison, Sokal Keep, which stood at the mouth of the Barren River. It is said that Ferran placed a terrible curse upon the Keep to prevent anyone from taking it.

In the end, even the waters of the Stojanow river turned poisonous and murky, and the river took its present name, the Barren. The rich farmlands of the Stojanow River Valley were laid waste and became known as the Scoured Lands.

THE REEMERGENCE OF PHLAN:
That should have been the end of Phlan’s story, but it is not so. Men remember the tales of Valjevo, who brought the first city of Phlan back from its ruins. Adventurers, smugglers, and small traders visited the region and brought back tales of Phlan under control of its evil masters. Many of the buildings were burned, but many others were spared. The shell of the temple of Tyr had been rebuilt, dedicated to some darker, more evil god. Zhentarim spies and agents of dark Vaasan nobles met and planned in Phlan, and the riches of the ages still survived for those who sought to look.

In time, more modest men returned to Phlan to rebuild her. A stockaded community rose from among the rubble of the past glories. These men intended to engage in the same profession as those before them, for Phlan still occupied a prime position for trading on the Moonsea. However, until the city was cleared, the Barren River made clean, and the competeing city-states pacified, Phlan was likely to stay in impoverished ruins.

Two years ago, in the Year of the Worm, two things happened that would mean a change of Phlan’s future. First was the Flight of the Dragons that surged through the northern regions of the Lands of the Inner Sea. Due to a cause unknown, great wyrms came down from the far north destroying all in their path. These are not the rare, opportunistic dragons seeking alliance with humanoid tribes, but rather huge waves of angry scaled monsters, bringing destruction where they travel.

Many of the Moonsea and Daletowns suffered great destruction in the battles that followed. Yulash was utterly ruined by the attack, and Hillsfar was greatly damaged. The most telling blow was delivered by the body of a great dragon that fell into the Hillsfar harbor, blocking that entrance for a month.

Much of the Phlan was also smashed into a smoking ruin by these beasts. Strangely, it worked in the favor of those men who lived there. Most of the damage was taken in the already-ruined section of the city, where various evil warlords vied for control and riches. The attack of the dragons broke their power, creating a vacuum in the control of the city and giving the men of Phlan a chance to re-establish themselves and their homes.

Yet this would not occur without leaders, and the reappearance of the Council of Phlan was the second great thing to occur in the city. Descendents of the last Council still survived all the turmoil that had occurred, and many families wished to return to the land. These leaders were no great mages or wondrous fighters, but traders, merchants, and clerics. Their leaders, who remain to this day, were the shrewd and powerful trader Ulrich Eberhard, the retired mercenary captain Werner Von Urslingen, and the Bishop of Braccio of Tyr. They have been joined by their junior member, Porphyrys of the ancient House Cadorna.

Together the council has proposed exactly that which Valjevo accomplished so long ago, clearing the city by means of recruited adventurers. The promise of great treasure and the myth of the Pool of Radiance provided adventurers with an irresistable draw. The Council published notices and paid traveling bards to make sure that the story of Phlan’s waiting riches was distributed all around the Moonsea and beyond new legends are sure to emerge.


this looks interesting. i would like to declare an interest and will post a more complete character idea ;ater today.

can you state whether an urban ranger or druid might be a good fit?


Urban ranger would fit at least half of the campaign will be set in Phlan and other neighboring villages/citys and I doubt a druid would travel of to distant lands for riches and fame and the sake of this trading city.


Character idea: Chandos Tiberias, half-orc cleric (separatist) of Ilneval, the Clever Arm.

Note Separatist is a cleric archetype from ultimate magic that roughly mimics the "heretic of faith" feat from the 3.5 Power of Faerun sourcebook.

The Gambit of the Clever Arm:

One night, Ilneval, the orc god of war and The Lieutenant of Gruumsh, visited Chandos in his sleep and imparted to the young half-orc his vision of a new order. He was proclaiming himself the father and benefactor of the half-orc race and choosing Chandos to be his messenger and chosen one.

Whether or not Ilneval truly visited the young half-orc or it were really an illusion of his mind is up in the air. But, Chandos has decided that he has been given leeway to do whatever is necessary to spread the word. In his eyes, he has been given leeway even to mingle and ally with the traditional enemies of the Clever Arm of Gruumsh. As half-orcs share the blood of both orcs and humans, Chandos believes he has been given leeway to consort with both those races and to tend the flock, drawing in not only as many half-orcs and orcs as possible but also humans. Further, as Ilneval has lain claim to being the father of the half-orc race, Chandos has decided that half-orcs worshipping other deities is still acceptable (and would be good to building a powerful and diverse culture) but wishes to convince them to tip their prayers in acknowledgement of Ilneval's new position.

Thus Chandos has begun his heresy, The Gambit of the Clever Arm. Apparently, regardless of whether or not Ilneval was actually responsible for its creation by visiting the young half-orc in his dreams, the god has allowed the young cleric to keep his powers. Perhaps he sees in it a path to greater power that has been denied him by his limitation as The Lieutenant of Gruumsh.

So, basically that is the character idea. It would be easy to rationalize his operating with any party and for doing practically any adventure as it would fit in the long term growth of the idea. As a heretic, he can rationalize practically anything.

He will be true neutral.

From the true neutral alignment description:

Such a character probably thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

That will be Chandos' philosophy and he would see the benefit of having a close group of companions that he could trust and would treat them very well. Toward others, not so much, but he would prefer good neighbors and would be willing to make concessions to keep things that way. Also, he would feel that dealing with demons would be insanity and dealing with devils would be playing a game one is bound to lose.

Question: Due to the nature of being a separatist and how the 3.5 edition home plane of the orcish pantheon (Nishrek) of Faerun is so heavily attuned to positive energy, could Chandos channel positive energy?


I wish I had the spare time to put in a character myself - but extra points to anyone who puts in a female human wizard with a high strength!

Wish you success with this one Wareagle and I'll be watching from the sidelines.


Feel a bit guilty about this, but the campaign I created this character for appears to have died and gone to PBP heaven after only one slightly aborted encounter, and I'd really like to play him. Only minimal tweaking should have him ready to slot into this campaign, if you'd like a knowledgable bard as part of the team. May I enter him into the lists, please?

Silver Crusade

Interested. Not sure what class though. Probably wizard or sorcerer. Might try building a summoner just to test it out.


I'd like to submit this guy. Again, same problem as Mel up there. We got five days into it, and it went kaput.

He'll take some tweaking, but this is the basic idea.

Also, please remove me from the other campaign, as I'm new to tabletop gaming and want to start at level 1, just to make it easier for me. :)


both of your characters look fine but will need some tweaking to fit the adventure.


Wareagle wrote:
both of your characters look fine but will need some tweaking to fit the adventure.

Very happy to tweak to your heart's content -- though that's not a reference to Bob Shaw's "Who Goes Here?"...

(Wonder how many will get that reference...?)

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Wareagle - how homebrew is this versus converting the 2nd edition Pools of Radiance adventure? I read through it back in the day and wanted to know how much that would spoil things.


I am basing the story more on the book than the game it will be similar to both the game and book but am changing it for the most part I do not think that having plain the game would spoil anything you are welcome to sign up.


this sounds like a blast... would like to sign on as a half elf paladin
was wondering if i could use the ancestral arms instead of adaptability
will hash him up now


Db3 here, with the other Halfling I was talking about.

Wareagle, what are your thoughts on Pack Mule(see Lyle's post)?


When I DM i never bother keeping track of weight or encumbrance so for any campaign of mine it's useless.


With it though, I have the ability to pick up boulders and(theoretically) use them as Improvised Weapons.

The thought of using a wagon as a quarterstaff is hilarious to me. Mostly because I imagine the look on the target's face when I do it.


Dric "The Quarter Orc" Ghawn wrote:

With it though, I have the ability to pick up boulders and(theoretically) use them as Improvised Weapons.

The thought of using a wagon as a quarterstaff is hilarious to me. Mostly because I imagine the look on the target's face when I do it.

LOL


Updated me, let me know what else needs being done. Again, fairly new, so dont hesitate to be critical.

Also, the idea of hitting people with wagons sounds ridiculous. My char will have a little pigsticker, meanwhile you're throwing oxen at them.


Very interested.

I would make a low-ranked Red Wizard, given the task of investigating possibilities of opening a Red Wizard compound in the city. The reason of this is most probably because some higher-ranked mage disliked his ambition in the magic arts. He'd be LN since he's more focused on the Arcane as on Thayan politics, he's rather glad not to have to return there anytime soon.

I consider giving him some Item creation feats.

Would that fit the campaign?


Oropher Helyan wrote:

Updated me, let me know what else needs being done. Again, fairly new, so dont hesitate to be critical.

Also, the idea of hitting people with wagons sounds ridiculous. My char will have a little pigsticker, meanwhile you're throwing oxen at them.

Actually, throwing oxen would be a bad idea for me, since I don't have thrown anything and I'm pretty sure oxen count as two-handed weapons. I can't throw a quarterstaff as a Monk of the Empty Hand.

Maybe a pig, but then it's only a 1d4 of damage because it acts like a club.

Hm, Weapon Focus(Bacon)...


Vaniel Silvermane of Iomedae ready to serve the land and purge the lands of all that is wicked... ( actually almost ready =P still need to fill in some spots and write up a backstory. on my way to a family dinner will finish everything when i get home)


Raging Bull:
Yes that is a very nice concept for the adventure

Oropher Helyan:
That will work one thing though, though I am using pathfinder rules Deitys and Lore will be from D&D so Iomedae not in this campaign as were Tyr and other D&D deity's are, you dig


Wareagle, are you looking for full characters right now, or expansions on concept? What is your process?


want at least concept of character and a background story


Gotcha. Lemme find the D&D stuff and get back to you. :)

[edit]Redone, added location and deity. No experience with Forgotten Realms, so going on wiki info. ;)


ty Oropher


Allright, putting up Lavrash for DM approval (see profile).

I'd like to doublecheck if there will be time for crafting. Crafting an item costs 7 days of work, which causes problems in some campaigns. If there is none I prefer giving Lavrash another skill ;-)


resubmitting Vaniel Silvermane paladin of Torm (changed to fit the campaign and added backstory only thing needs is a character description and should be ready to go)


Here's my summoner Sylavel. It's only concept so far, but I'll work on the crunch.


Sylavel:
Very good but do have a question how old is Sylavel the fall of Phlyn took place 80 years before the campaign starts meaning your character may be over 100 might want to make him half elf or something but other than that it is a great background.

Vaniel:
Great looks fine to me got no problems with it :)

Lavrash:
Yes there will be enough time for your character to craft do you have a backstory done didn't see one on your sheet?


Wareeagle:
From the backstory you had posted, I thought it said two years ago was the flight of dragons. My own familiarity with Realm's timelines isn't the greatest. I could definitely do an elf though with it to make it fit.


I have changed Melismar to make him fit in the Forgotten Realms, changing a trait, area and religion. Any other changes you require, please don't hesitate to let me know.


Sylavel:
Sorry if I made timelines unclear I was under the impression that your characters story was during the fall of Phlyn not during the flight of dragons a more recent indecent sorry about that you are fine as a human now that I understand our timelines :) Just a misunderstanding on my part didnt see the first line 2 years ago, during the year of the Wyrm. Sorry.

Melismar:
Nice! would like to know more as to how you came to Phlyn no changes needed for the background it is good as is.


For WarEagle:
Melismar is unashamed at his reason for riding north to the Moonsea. He encountered one of the travelling bards that the New Council of Phlan sent out with their... special... request. Though not particularly enamoured of the chap's singing, nor overly impressed with his musical skills, he nonetheless told a very good story. The thing that really piqued Melismar's interest was the part in the story where the Pool of Radiance kept its visitors spellbound with an "unreal melody" -- a tune that would mesmerize and immobilize anything through its sheer beauty and complexity is something that Mel just has to witness for himself, if indeed there is any truth in the rumour.

Furthermore, the travelling young man handed out samples of fliers that talked about commemorating the deeds of the daring adventurers, making them legends. The desire to prove himself and receive such recognition is very hard to resist... especially if that resulted in he himself being immortalized in song! That really would be one in the eye for Grandad. The ultimate irony!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Wareagle, would you be open to the master of many styles monk archetype and the associated style feats from Ultimate Combat?


Wareagle:
All Right, I've compiled some crunch now if you want to take a look. I'm about 94.3% done (want to do a double check, maybe minor tweaking) but it's pretty much what it'll be. I ended up putting my Eidolon on a different page, with a link in my profile to it. Lemme know if you need anything else.

Also, minor question for my eidolon. As a base humanoid it gets claws. Any chance they could be retractable? Just a flavor thing really, but wanted to ask.


Map Of Phlan
Map Of The Moonsea Region


I am interested if there's room for me. As a side note I am new to rpgs and have never played a play by post, however I am familiar with the rules of pathfinder though not to much with anything else(such as setting). I was thinking of playing a flame oracle if this okay. I am right now in the process of a back story.


Wareagle:
Story done, I worked on what I sketched as Raging Bull before, apart from the gender change. Coming up still is a description of appearance and familiar stats, but I think you got the important stuff now.


Wareagle, How do you feel about psionics? I am not overly familiar with the realms. I understand there are psionics, but they are rare.


If you can find or make Pathfinder rules for psionics and pass it by me I may allow.


Story and stats are ready for review


Yosef:
Looks good to me :)


How do you feel about Dreamscarreds' psionics book, PF compatable?

Shadow Lodge

If it matters, I was thoroughly impressed with DSP's psionic when I got my pdf.

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