| GM Antariuk |
Greetings, travelers!
I am looking for a party of 4-5 heroes to play an expanded and adapted PbP version of the 3.5 adventure "Red Hand of Doom", set in the Forgotten Realms. Unlike the original adventure, this game will start at 2nd level with the 3.0 adventure "The Sunless Citadel", where the heroes will encounter the first signs of something strange happening. In case the transition between both adventures needs additional story or character advancement, I have plenty of materials prepared. Unlike the majority of Forgotten Realms games, this game is set in the south of Faerun, so bring your parasol. The game will also use horror elements and sanity rules (inspired by those found in Tomes of Ancient Knowledge).
Character Generation
- Game starts at Level 2, in the city of Sheirtalar (see below).
- 15 Point Buy.
- Races: Core races, aasimar, tieflings, and elemental-touched (ifrits, oreads, sylphs, undines) from ARG, relabeled as genasi in the Forgotten Realms.
- Materials: CRB, APG, UC, UM, ARG, UCa.* Companions and familiars can be chosen from all bestiaries.
- Hit Points: full Hit Dice at 1st level, average Hit Dice (rounded up) after that.
- 2 traits per character (from UCa).
- Alignment: Anything that works within the group.
- Favored Enemies: magical beasts, humanoid (goblinoid), monstrous humanoids, and dragons are all good choices.
- Gold: Class Starting Wealth + 1000 gp.
- A short background or origin story is mandatory (feel free to write more!).
The group setup is totally up to you guys, I certainly will not demand classic role assignment. However, it wouldn't hurt if you have one wilderness person and one social person, since both aspects will be featured prominently. How your characters ended up in Sheirtalar is again your choice - you can already be a party of adventurers, or two of you guys are related, or one of you hired the others, whatever. If you are interested in a Story Feat from UCa, we will figure out a good choice together.
*If you want to use something 3rd party, of maybe stuff from the 3rd edition Forgotten Realms supplements (e.g. Prestige Classes), I am sure we can work something out.
Game Details
- The campaign is (loosely) set in the Forgotten Realms, as described in the 3rd Edition Campaign Setting (before the 4E spellplague or any other shenanigans). The regions we'll be playing in are Lapaliiya/The Shaar, the setting's pantheon can be found here. If you have any other questions about the setting, browse the linked wiki to your heart's content or ask here!
- Regular posting would be much appreciated, once per day if possible. If you know you'll be absent for a longer period of time, please leave a message.
- Since they inevitably slow things down, battlemaps will only be used for really complex encounters. Until then, if combat occurs, you all state what your characters want to do and I will resolve the round or situation after that. Of course, this doesn't mean that there are no maps at all outside of combat.
- Your characters will encounter dark and terrible creatures, spells, or effects, and the game uses sanity rules for that (see below).
- I would love to start the game by the 16th of February, 20th of February at the latest.
Last but not least: this game is all about fun. If you guys want to kick a** and take names, I am all for it. If you want to roleplay your characters and really interact with the NPCs you meet, cool. Just say what kind of game you prefer and I will adapt according to the group's majority vote.
The Shining City by the Sea (population 52,135) sits at the head of Sheir Bay on the northern end of the much larger Talar Bay, which is located at the foot of the Sheir peninsula. The land slopes sharply down to meet the waters, allowing those arriving on ships to see almost all the city at once. The city’s apt nickname arises from the fact that most of the prominent buildings are domed and leafed in silver and gold.
Sheirtalar is the capital of Lapaliiya and the largest and most powerful of the confederated city-states. Its ruler is the Overking of Lapaliiya, Shaliim Wyrmslayer. The Domed Palace of the Overking, the most prominent of Sheirtalar’s landmarks, sits atop a granite outcropping in the upper third of the city. The Gilt House of Gleaming Coins, the temple dedicated to Waukeen, the city’s civic deity, is also incredibly opulent. Because most trade goods exiting the Shaar for western Faerûn pass through this port, it has become one of the most cosmopolitan cities in the South.
Sanity Score: A PC's sanity score is equal to the sum of his or her character level + Intelligence score + Wisdom score + Charisma score.
Sanity Check: A sanitiy check is basically a Will save and uses the PC's Will save bonus, but a PC applies his or her highest overall mental ability modifier, which isn't necessarily Wisdom. Failure means some amount of insanity crept into the PC's mind, and he or she suffers a certain amount of madness points based on the level of the alien horror witnessed.
Madness Points: When a PC gains madness points, he or she shows increasing symptoms of insanity. Those symptoms range from minor penalties on abilities or checks to more severe quirks or personality disorders. The maximum amount of madness points a PC can suffer before going completely insane is equal to the PC's sanity score.
Regaining Sanity: Calm emotions or successful long-term care (Heal check) temporarily suppresses the effects of madness but cannot reduce the target’s madness score. Restoration can remove 1 madness point from a creature per casting and heal, greater restoration, miracle, and wish can remove all Madness points, but only if the target fails its save. A creature with a Madness score cannot voluntarily fail this save, nor can they use such effects to cure their own insanity
That should be everything vital for now. I hope to see some brave heroes within the next few days! :)
| Escheton |
I have a fire genasi sorcerer in mind. There to enlighten you with the purifying flames of Kossuth.
Because genasi are awesome, but that +1LA was always too much of a deterrent.
With the added import of mental stats I would like to request a higher point buy. Because dumping any stat is downright dangerous now it seems.
| GM Antariuk |
Well, doesn't that make things interesting?
I'd like to keep the 15 point buy budget. because in all my Pathfinder games I never felt that PC's really suffer from not having 10+ in all (or most) abilities.
And you guys won't need to roll for sanity in every encounter, I will not harass you like that.
| GM Antariuk |
Well, sounds great so far.
Something I forgot to mention in the initial posting: I don't mind item crafting, but this adventure isn't the best setting for it. The party will likely be on the road more often than not, so I guess everything beyond potions and scrolls will be limited in effectiveness. Just so you know.
I will provide the initial story hook as soon as we have a full cast of 4-5 characters. In the meantime, just explain why you are in Sheirtalar, and it doesn't hurt if adventure, fame, knowledge, honor, or money are effective incentives to motivate you :)
| GM Antariuk |
Thanks for the interest, guys!
@Dalgar: If they are in the official PRD, then yes (see the list of allowed sources in the initial posting).
If not, I would ask everyone else if they are ok with it and then you're good to go. Are those feats from the Blood of X companions?
@drayen: I am looking for 5 players max. and you are the 6th person to announce interest. But I can offer you to be first in line if one of the others drops out until the game starts?
@Mawgrim: Same as drayen, but 2nd in line :)
Well, assuming everyone is on board, we would have a party of 5 with the arrival of Dalgar. Your proposals look kinda interesting so far:
- Air Genasi Ranger/Inquisitor
- Fire Genasi Sorcerer
- Aasimar Healer (?)
- Tiefling Oracle-Barbarian
- (Race?) Witch/Magus
Feel free to bounce ideas off each other, or ask any questions that might pop up. Also, is everyone ok with Dalgar taking those feats?
| GM Antariuk |
@Lady Ladile: Ok, thanks for the heads up, maybe next time!
@drayen: I got a PM from a potential player before your initial posting (didn't see that when I put you 1st in line, sorry). Waiting for his answer now, will PM you when I know how that resolves.
@Seth86: thanks for your interest, but with 3 people in line for the remaining slot I think your chances are slim...
Everyone else is still on board?
| GM Antariuk |
@Dalgar: Ok, I peeked into the materials, what exactly do you want to use? Since no one seems to object I think it's fine, but I'd like to know first.
@wolfheart: No pressure, it's still a few days. You're staying with the ranger class now?
For starting gold, use the average amount for your class as listed in the equipment section + 1000 gp (basically you guys start with standard WBL).
@Algar: Shhh! Don't spoil my sinister plans! :)
| GM Antariuk |
If Viluki joins us, the proposals so far are:
- wolfheart: Air Genasi Ranger
- Escheton: Fire Genasi Sorcerer
- Capt Wombat: Aasimar Healer (?)
- Dalgar: Tiefling Oracle/Barbarian
- Viluki: (Race?) Invoker (3rd party Warlock)
Looks like an all-caster party, should be interesting.
In case someone opts out, the current queue is:
- drayen
- Mawgrim
- Seth86
| GM Antariuk |
@Dalgar: Sounds good to me, go nuts!
@Escheton: Sorry to hear that, I hope it wasn't the 15 PB alone that put you off.
@drayen: Send you a PM, if you're still interested please join us!
EDIT: I updated the campaign info here with details about the region in case you guys want to use it for your backgrounds, or just as basic information.
| Viluki |
Dravvorn has chosen to emerge from hiding and seeks to establish his own base of power in Faerun as the power of the elves wanes... To do this he needs wealth and power, he has signed on with a group of adventurers in the Shaar investigating ancient ruins... Yet something is amiss, for his appearance upon the material plane has not been unnoticed and elven power while waning is not gone from faerun...
gm do you like? I don't do stat blocks until I know whether or not the character concept is liked.
| Viluki |
Don't mind it, Dravvorn is out for power and wealth from adventuring. Although subplots with demons are certainly on the table since Dravvorn's pact is with them.
CN Medium humanoid (native outsider)
Init +0; Senses Perception +0
DEFENSE
AC 14, touch 10, flat-footed 10 (+4 armor)
hp 13 (2d8)
Fort +0, Ref +0, Will +2
OFFENSE
Speed 30 ft.
Melee Bastard Sword, attack 4+, damage 1d10+3/19-20x2
STATISTICS
Str 16 (14+2), Dex 10, Con 10, Int 12 (14-2), Wis 10, Cha 16 (14+2)
Base Atk +1; CMB +3; CMD 13
Feats Exotic Weapon Proficiency (bastard sword)
Skills Knowledge (planes) 6+, Intimidate 10+, Sense Motive 5+, Use Magic Device 8+
Languages Common, Abyssal, Elven
Blast trait: Knockback
Special Abilities Dark Infusion (3/day), Fiendish Nature
Incantations Gate Breacher, Explosive Shield
Combat Gear
I still need to select my gear and get the details of my pact straightened out, this will probably be done tomorrow.
| GM Antariuk |
@drayen: I haven't checked everything, but looking good so far. Maybe add a line or two about how he came to Sheirtalar, if he knows some of the other character already, something like that?
@Veluki: Also looking good. Don't forget that list of incantations for me :)
Definitely an elven motif coming up here...
| Aeron Vestrili |
Here is background for Aeron Silverhawk (wolfheart's character), an air genasi ranger.
When he was finally of age, he signed on as a caravan guard and set out to see the world. His skill with maps and knowledge of geography made him stand out from the usual rabble who signed on for such duty. He was assigned to train with the scouts and was mentored by a grizzled veteran by the name of Dragun. Dragun turned the boy into a lethal scout, and taught him the finer aspects of life on the road (where to get deals on gear in Narubel, where not to drink in Ormpur, etc.)Aeron always brought Dragun home with him for a meal when they were in Sheirtalar, and they would spend the night pouring over his fathers maps telling tales of the places they had been.
During one trip near the Dun Hills, the caravan was waylaid by an especially crafty tribe of goblins. The group was descimated, Dragun was killed, and Aeron was left for dead. Aeron was discovered by some local nomads and nursed back to health. He spent the next several months stalking the hills and eradicating the goblins, swiftly and silently falling on his prey. To this day the tribesmen speak of the silver ghost who haunts the hills and deals death to those who deserve it.
He made his way back to Sheirtalar, but his youthful enthusiasm died in those hills. He has worked many caravans since then, but has never allowed himself to make a bond of friendship like he had with Dragun. His unnatural long life, a gift of his Auran heritage, has increased his sense of isolation. His parents have long passed, their shop now owned by a rug merchant, and he rarely frequents that old neighborhood.
His restless nature has led him recently to explore more dangerous endeavors. He has recently thrown in with a group of adventurer's looking to explore some old ruin, and has decided that he will follow wherever the winds guide him, the road becoming his home.
Sorry it is a little long winded, but sometimes I get writing and it just flows.
Stat block to be coming soon.
| GM Antariuk |
@wolfheart: I like it, good job!
I opened the discussion thread for this game here. If you have an approved character concept, feel free to go over there!
| GM Antariuk |
Well, there are a few levels to play until the Red Hand of Doom really starts - not that there isn't danger and adventure before that, but I wouldn't start a PbP game without a startup phase. Also, we're playing a customized and adapted version, so things are not necessarily as written in the original module.
| Viluki |
CN Medium humanoid (native outsider)
Init +0; Senses Darkvision 60 feet, Perception +2
DEFENSE
AC 14, touch 10, flat-footed 14 (4+ armor)
hp 13 (2d8)
Fort +0, Ref +0, Will +3
OFFENSE
Speed 30 ft.
Melee +4 (1d10+3/19-20x2)
Dark Infusion (3/day)
spell like ability shatter 1/day
Ranged Mystic Blast 1+ (1d6/19-20x2)
Incantations Known (CL 2st; concentration +5)
1st Explosive Shield, King of the Night
Pact Demon
STATISTICS
Str 16 (14+2), Dex 10, Con 10, Int 12 (14-2), Wis 10, Cha 16 (14+2)
Base Atk +1; CMB +3; CMD 13
Feats Exotic Weapon Proficiency (bastard sword)
Skills Intimidate 10+, Knowledge (planes) 6+, Sense Motive 5+, Use Magic Device 8+
Languages Common, Abyssal, Elven
favored class bonus 1 extra skill point per level
Traits
SQ Demon Pact, Dark Infusion, Demon's Bane
equipment chain shirt (100 gp), bastard sword (30 gp), 1010 gold (assuming starting wealth is h8 standard)
haven't decided on exact appearance yet and Dalgar I'll work with you to create a link between our two characters if you want to.
| Kaelmourne Caladrel |
@drayen: I haven't checked everything, but looking good so far. Maybe add a line or two about how he came to Sheirtalar, if he knows some of the other character already, something like that?
Updated the background to reflect his reasons for being in Sheirtalar.
I assume that everything else is good. Please let me know if there is something else that I can add/change.
| Mawgrim |
** spoiler omitted **
** spoiler omitted **
haven't decided on exact appearance yet and Dalgar I'll work with you to create a link between our two characters if you want to.
Given you want to take your character along the lines for a magus, and the need for someone in a bit of a support role, I will bring along a Halruuan cleric of Azuth, the Lord of Spells.
Adotlin Loyalar
Discouraged as he was by this, he sought solace in the great libraries of Azuth and Mystra, and slowly found his place amongst the acolytes of the Lord of Spells. He soon learned that his determination and mental focus at attempting to master an art that he hadn't the ability to grasp stood him in great stead with his aptitude for divine magic. He found himself able to easily grasp the complexities and breadth of lore handed down by Azuth. Service in Azuth's name also tought him that servitude was not necessarily a penalty or a lesser station, and just as Azuth served Mystra, he could attain the position of power behind the throne rather than on it.
Soon after he began to rise in ability, one of the Spellmasters of the church came to him and bade him travel northwards, out of Halruaa. The wizened old priest could not determine why Azuth had called him to travel north, but advised that he would soon meet his destiny there in the Lapaliiyan city of Sheirtalar.
The background needs work, but I'm happy to modify things from there :)
| GM Antariuk |
@Viluki: Looks good to me. Starting wealth is average for your class + 1000 gp. Without telling you what to do with your gold, remember that a non-masterwork weapon cannot be further enchanted. I will certainly distribute something special for you guys here and there, but not necessarily at a pace you find reliable :)
@drayen: Likewise, looks fine.
@Mawgrim: I like it, that should mesh well with the group.
Now I am curious as to what Dalgar has created in his skunkworks...
Everyone remember to put the stat block into your character's profile, and please don't forget the sanity score.