Return to the mines of Bloodstone (Inactive)

Game Master Nicos

Map of the Cold land



For most of its existence, Vaasa has been a frozen land barely capable of supporting civilized folk. For centuries nothing more than humanoid tribes and scattered hunters, trappers, and farmers inhabited the land. The arrival of Zhengyi, the witch-king, and the creation of his fortress turned Vaasa into a military nation of goblinkin, orcs, giants, undead, demons, bandits, and skilled assassins, all intent on conquest.

The armies of Vaasa attacked and defeated the neighbor kingdom of Damara, dividing that nation into petty baronies. The so called Witch-King disappeared for a time, and a group of heroes rose to defeat the demonic minions and eventually the lich himself, which caused Castle Perilous to collapse. The Vaasa of today has reverted to its old ways, with bands of monsters running loose and no central authority. However, bandits and assassins are still thought to be hiding somewhere in the country, plotting revenge.

Great magic means great treasure - adventurers hope, anyway. The Witch-King may be gone but his works still remain, from the ruins of Castle Perilous to the creatures that served him.
===============
The Crunch

20 Point buy
Average gold by class
Allowed from non core material
APG: feats + classes + archetypes
Ultimate magic: Feats and archetypes plus the magus
Ultimate combat: Feats and archetypes
Advance race guide: Alternate racial traits.

CRB races only.
CRB spells only (there will be several ways to learn non-CRB spell trhough the game but just not at the character creation)
No Alternate rules (word of powers, Armor as DR)
No Guns (no gunslinger and archetypes that depend guns)
No Summoner
No Ninjas or samurais.
No traits (although you can take two of then using the extra trait feat)
==============

So, I am looking for 3 to 4 players to try a homebrew campaing Placed after the event of the old H series of adventures "the bloodstone pass saga"

. The idea is to try to be old school in several aspect, like:
- Talking more and rolling Social skills less
- Making traps more than *roll perception + roll disable device*
- Random treasure and random encounters. I will not care for WBL in this campaing.
- Fight will not be "fair", I have the location and I filled it with monster and encounters, players will have to decide wisely their fights.
- A sandbox style game, where the character will have a base of operation and the idea is to protect that base and to explore the land near to it. There will be mini-quest around the central theme but nothing that resemble a plot like the ones in APs.


Is the setting going to be Forgotten Realms (As the original module was), Golarion or something else?
I ask because I was thinking of making a divine character and wanted to know the deity options.


I love the realms I happily will use the setting and their gods but I am not sure since I do not want to scare the new players for whon golarion deities could be more familiar.


I'm fine either way, its just a little difficult to build a cleric if you don't know which combination of domains can be used.


I'll submit Verd for this game. He can be changed to fit FR fairly easily.

Background:

No one could legitimately accuse Verd of being the sharpest tool in the shed. He grew up on a farm, no stranger to manual labor. His family never expected more of the dimwitted half orc, so it was quite the surprise when he started channeling the power of Erastil. Some say Old Deadeye took pity upon this poor fool, endowing him with a power that could never be corrupted as Verd is utterly without guile.

Stats:

Half Orc Cleric 1
Lawful Good
Deity: Erastil

Scores str 16 dex 10 con 12 int 8 wis 16 cha 13

AC 15 Flat Footed 15 Touch 10 ACP -3

CMD 14
HP 9
Initiative +0

Saves Fort +3 Refl +0 Will +5 (+2 vs charm and compulsion)

Speed 20’

Languages Common Orc

Skills
Knowledge: Religion [1R] +3

Feats
Endurance
Extra Traits (Birthmark and Focused Mind)

Abilities
Darkvision 60’
Orc Ferocity 1 round/day
Weapon Familiarity
Shaman’s Apprentice
Orc Blood

Law and Growth Domains
Touch of Law (6/day, Standard, most d20 rolls considered 11 for 1 round)
Enlarge (6/day, swift, enlarge person for 1 round on self)
Favored Class (+½ level to domain power/day)
Aura of Good and Law
Spontaneous Cure Spells
Channel Energy (4/day, 1d6, DC 11)

Attack (BAB 0)
Greataxe +3 for 1d12+4 (20x3)

Spells (CL 1, DC 13+lvl, concentration +6)
Orisons
Guidance
Stabilize
Resistance
1st
Enlarge Person
Protection from Evil
Magic Weapon

Gear
Greataxe
Scale Mail
Dagger
Cleric’s Kit
Flask of Holy Water
17 gp


Seems good.


Dot

RPG Superstar 2013 Top 32

If it's Forgotten Realms Vaasa then I'm definitely interested ...


I have no problem using FR as the setting if nobody have probem with that.


Count me in for Magus hexcrafter.

For this small group a tweener can fill martial and magic welll.

Alias will need some tweaking.


I would be interested as well. I will craft something and submit it later tonight.


My Human Paladin (Holy Tactician) submission.

Armitron Foebane:

Human Paladin ((Holy Tactician) Level 1 LG

HP = d10 + 1 + 1 (Favored Class)

AC = 16
Chain Shirt (50 GP -2 Armor Check Penalty)
Heavy Steel Shield (20 GP -2 Armor Check Penalty)

Attack (Base +1)
Melee +3
Ranged +1

Damage
Heavy Mace 1d8 + 2 [20 x2] (12 GP)
Longsword 1d8 +2 [19-20 x2] (15 GP)

Light Crossbow 1d8 [19-20 x2] 80’ Range (35 GP)
Bolts 20 (2 GP)

CMB = +3
CMD = 13

Saving Throws:
Fortitude +3
Reflex +2
Will +4

Ability Scores:
Strength 15
Dexterity 10
Constitution 13
Intelligence 10
Wisdom 14
Charisma 16 (+2 Human Bonus)

Special Abilities:
Weal’s Champion 1xday
Aura of Good
Detect Evil

Skills: (* Skill Point Expenditure)
Acrobatics 0 (-4 in Armor & Shield)
Bluff 3
Climb 2 (-4 in Armor & Shield)
* Diplomacy 7
Handle Animal 3
Intimidate 3
* Perception 3
* Ride 4
* Sense Motive 6
Swim 2 (-4 in Armor & Shield)

Feats:
Shake it Off (Tactical Feat – Gain +1 bonus to all saves per adjacent ally)
Lightning Reflexes

Gear:
Cold Weather Outfit (8 GP)
Grappling Hook (1 GP)
50’ Hemp Rope (1 GP)
Lantern Hooded (7 GP)
Torches (10 - 1 SP) & Flint & Steel x2 (2 GP)
Signal Whistle (8 SP)
Waterskin x2 (2 GP)
Bedroll (1 SP)
Backpack (2 GP)

GP 15

Armitron grew up in the city of Heliogobalus the son of a minor Noble family. Certainly loyalty to Dimian Ree was a necessity although given by the family begrudgingly. Armitron wished he could rise up and throw off the yoke of the evil Witch King but he knew that it would take a hero of legendary power to do so. Still he trained with the sword as frequently as possible and worshipped Ilmater in secret (as most residents of the Bloodstone Lands were forced to do during the occupation.

In his late teens a hero did rise in the form of Gareth Dragonsbane. As Gareth;s victories grew so did Armitron’s excitement. With the fall of Dimian Ree, the Foebane’s were able to pledge their full support to the now crowned King Gareth. Too inexperienced to go to the final battle with Zhengyi Armitron along with his family and friends waited with bated breath for the return of Gareth and his powerful friends. They knew that if the new King would fall an avalanche of evil would once again spread throughout the Bloodstone Lands.

Luckily good triumphed and the King returned setting order to the Realm. Armitron pledged his loyalty to the King and was granted a place amongst the Paladins of the Realm.


Working up an idea real quick. Probably a barbie like the one I ran through Orcus's palace all those years ago... fun times.


Seems taht there are a lot of veterans here, good.


hmm...lets see if you like what I have dragged from the pit of Realm's Lore...

The Great Old One:
When Thay finally went into a state of extended infighting combined with her efforts to establish Thayan Enclaves in other lands many saw opportunity... Among these were the Hathran's of Rashemen who without Thay to press them launched one of the bloodiest civil wars in that country's history. This was the legendary Witchwar of Rashemen, a conflict between two visions of Rashemen's future. On side stood the old guard Hathrans who desired to preserve the ways of Rashemen from outside interlopers and continue the country's long trend of isolationism. On the other side stood the highly ambitious Durthrans who desired aggressive wars of conquest and expansionism.

These two groups fought in a bloody struggle and the Great Old Ones who served the Hathrans as crafters were caught in the middle of the Witchwar. The Hathrans expected the Great Old Ones to fall in line and serve them as they always have, alas the Hathrans made a "minor" miscalculation. The Old Ones did not serve out of loyalty but out of fear for what the Hathrans would do to them. However the Durthrans stood a real chance of victory and over half of the Old Ones switched sides, in a telling sign the rest of the Old Ones refused to pick a side and waited out the war in their enclaves...

Now the Witchwar is over and a group of over a hundred Old Ones has fled Rashemen after the defeat of their Durthran allies. They have a new objective: To carve their own dominion out of the hinterlands of Vassa. The task is enormous by even the standards of wizards yet failure is not an option, to fail means to die as vengeful Hathrans sound the horn of pursuit into far off lands...

GM do you like the idea?


I am no t sure viluki, areyou giving an idea for a character or an idea for a campaing?


both my character would be one of these guys and you could use the rest of them as a plot mover... If you want I can change it to just one escapee.


Viluki, I would prefer to leave the lore of the real unchanged from the official. I am not sure if the text you cited is from the 4e realms, if tha is the case you are more than 100 years in the future of the campaing.

Either way, I have no problem if you are an exile from Rashemen, I even later could use some durthran plot for at least for now I would prefer your character to not be part of a big group in Vaasa.

==================
Danis harris, cronax, chainmail I see no o problem with your characters, If we play in the realms (as it seems to be since nobody have refused that idea) Verd have to change his god, there are plenty of LG gods to chose from in the realms.


Great. I would prefer to play in the Forgotten Realms so happy to hear that will be the setting.


Chauntea is actually the closest FR fit to the concept I was going for, switching to NG (which actually makes a little more sense).

Background:

No one could legitimately accuse Verd of being the sharpest tool in the shed. He grew up on a farm, no stranger to manual labor. His family never expected more of the dimwitted half orc, so it was quite the surprise when he started channeling the power of Chaunteal. Some say The Grain Goddess took pity upon this poor fool, endowing him with a power that could never be corrupted as Verd is utterly without guile.

Stats:

Half Orc Cleric 1
Neutral Good
Deity: Chauntea

Scores str 16 dex 10 con 12 int 8 wis 16 cha 13

AC 15 Flat Footed 15 Touch 10 ACP -3

CMD 14
HP 9
Initiative +0

Saves Fort +3 Refl +0 Will +5 (+2 vs charm and compulsion)

Speed 20’

Languages Common Orc

Skills
Knowledge: Religion [1R] +3

Feats
Endurance
Extra Traits (Birthmark and Focused Mind)

Abilities
Darkvision 60’
Orc Ferocity 1 round/day
Weapon Familiarity
Shaman’s Apprentice
Orc Blood

Good and Growth Domains
Touch of Good (6/day, Standard, +1 to most d20 rolls for 1 round)
Enlarge (6/day, swift, enlarge person for 1 round on self)
Favored Class (+½ level to domain power/day)
Aura of Good and Law
Spontaneous Cure Spells
Channel Energy (4/day, 1d6, DC 11)

Attack (BAB 0)
Greataxe +3 for 1d12+4 (20x3)

Spells (CL 1, DC 13+lvl, concentration +6)
Orisons
Guidance
Stabilize
Resistance
1st
Enlarge Person
Protection from Evil
Magic Weapon

Gear
Greataxe
Scale Mail
Dagger
Cleric’s Kit
Flask of Holy Water
17 gp

RPG Superstar 2013 Top 32

DM Nicos; what are your thoughts concerning alignment?

My initial concept would be to play a human inquisitor of Tiamat, lawful evil by alignment. His motivation would be twofold; to investigate (and perhaps undermine) the influence of Baphomet in the Bloodstone area, but mainly just to see what loot could be plundered from the ruins of Castle Perilous.

I'd make sure they'd be good reason for the other PCs to feel they could rely on him - even if they don't necessarily trust him!


Well, the important thing when playing an evil caracter is to not be a jerk, wich apply to every character. Other than that there are the natural concecuences of the pc actions.

In conclusion I have no problem with LE characters.


My guy might as he is a Paladin, but that should make for great RP action!

RPG Superstar 2013 Top 32

Nicos wrote:

Well, the important thing when playing an evil caracter is to not be a jerk, wich apply to every character. Other than that there are the natural concecuences of the pc actions.

In conclusion I have no problem with LE characters.

Super - in which case I'll start writing up the submission. I hope to be playing evil intelligently and maturely - a PC out for power and his own advancement, but not a mindless murderhobo. Equally, he'll recognise the use of having allies who'll help keep him alive, and who says being evil precludes you from having friends?

Any jerkdom will solely be in-character, and nothing which is going to overly inconvenience or upset the rest of the party. I'll be making heavy use of the Discussion thread to make sure everyone else is comfortable with where my character's at.

RPG Superstar 2013 Top 32

Assuming it runs in the Forgotten Realms, would the campaign take place pre or post Time of Troubles/Avatar crisis? I'm presuming it's before the Spellplague.


Paladin inquisitor cleric I think I will do a druid to continue the divine powers. Reincarnated druid to be exact. Fun fun fun.


Transylvanian Tadpole wrote:
Assuming it runs in the Forgotten Realms, would the campaign take place pre or post Time of Troubles/Avatar crisis? I'm presuming it's before the Spellplague.

Yes, definetly before the spellplague. Post avatar crisis. King gareth is still ruling damara.

RPG Superstar 2013 Top 32

Here's the crunch for my human inquisitor of Tiamat, Deudon Thardenes. I'll be adding the fluff tomorrow or the day after.

Deudon Thardenes:

Deudon Thardenes
Male human (Mulan) Inquisitor of Tiamat 1
LE Medium humanoid (human)
Init +0 Senses perception+9
=========================================================
AC 17 (+5 armour, +2 shield)
Hp 12 (1d8+4)
Fort +3 Ref +0 Will +5
=========================================================
Speed 30-ft.
Melee: +3 longsword (1d8+3 19-20x2)
Melee: +3 dagger (1d4+3 19-20x2)
Ranged: +0 light crossbow (1d8 19-20x2)
Special attacks: venomous stare (DC 14 6/day)
Inquisitor spells known (CL 1st)
1st: Cure Light Wounds, Divine Favour
Orisons: Create Water, Detect Magic, Disrupt Undead, Light
=========================================================
Str 16 Dex 10 Con 13 Int 10 Wis 16 Cha 12
Base Attack +0 CMB +3 CMD 13

Feats: alertness, toughness
Skills: disguise +5, heal +7, intimidate +6, knowledge (arcana) +4 (+7 monster lore), perception +9, sense motive +10
Domain: Scalykind (dragon)
Favoured class: Inquisitor (+1 skill point)
SQ: judgement 1/day, monster lore, stern gaze

Gear: longsword, light crossbow, 30 quarrels, scale mail, heavy steel shield, holy symbol of Tiamat, backpack, belt pouch, mess kit, waterskin, flint & steel, spell component pouch, bedroll, trail rations for five days
Wealth: 13 silver pieces

Some notes for the DM: 3.5 Realms list a heavy pick as Tiamat’s favoured weapon, whilst the older Powers & Pantheons sourcebook is less clear but suggests the longsword or greatsword. My preference would be a longsword, but I’m happy to switch to the pick if the DM rules. Relevant to the inquisitor as you get free proficiency.

As for domains, 3.5 lists Tiamat’s domains as Evil, Law, Tyranny and Scalykind. I’ve gone for the Scalykind domain with the dragon subdomain, meaning I’ll get a breath weapon at 4th level.


Mostly finished, need to do gear but that shouldn't take long.

Unnamed Druid:

Male, Human, Druid(Reincarnated), 1
NG, Medium, Humanoid (Human)
Init +0; Senses Perception +9
- - - - -
DEFENSE
- - - - -
AC 10, touch 10, flat-footed 10
hp 9
Fort +2, Ref +0, Will +7
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee

Ranged

Combat Options
- - - - -
STATISTICS
- - - - -
Str 10, Dex 10, Con 10, Int 13, Wis 20, Cha 10

Base Attack Bonus +0; CMB +0; CMD 10

Race:Feat, Skill point.

Class:+1 hp per level, Weather Domain[subdomain:Storms], +2 Know(Nature), +2 Survival, Wild Empathy,

Feats:Spell Focus (Conjuration), Augment summoning

Skills:
Know (Geography) 1 rank +5
Know (Nature) 1 rank +7
Perception 1 rank +9
Survival 1 rank +11
Spellcraft 1 rank +5
Handle Animal 1 rank +4

Traits: None

Languages: Common, Druid, Sylvan

Equipment
Weapons

Armor

Other Gear

Wealth

Carrying Capacity
Light:
Medium:
Heavy:
Current Load:

Fluff:
Cold rain kisses my cheek. Awoken once more to the world, life flares through every vein. A single golden leaf twirls through the air before landing in my lap. How long have I been asleep? This body, stiff, sore, clunky, Human... well that is new. Dead then, how long ago these fleeting memories. Almost a dream, fading now. Only one memory matters it seems, this is home and this is what I have to protect.

Background:
Going with a druid that died during the battle at bloodstone pass. Reincarnated now however many years it has been beneath the heart gem tree. Gives a simple motivation.


Ok, so for now we have a druid and inquisitor, a cleric ad a paladin. I will try to tomorrow post more information about the campaing.


I am making one minor tweak regarding my feats. I will set up my profile as well.


Profile complete.

RPG Superstar 2013 Top 32

Deudon's fluff is below. When the campaign kicks off I'll create an avatar for him.

fluff:

Appearance: Deudon is tall and wiry, but it’s a body packing muscle under his sallow skin rather than skinny. Although handsome, his complexion always seems to have a greasy sheen. Unlike many Mulan, he has a full head of wavy black hair and wears a pencil-thin moustache on his lip; a recent affectation. His eyes are green.

He prefers to dress in black, but aside from his scale mail armour doesn’t give any obvious sign of his allegiance to Tiamat, keeping his holy symbol well hidden. Most of his garments and equipment have seen better days.

Personality: Deudon is obsessed with power, but has the wisdom to understand that the majority of his ambitions are well out of his grasp for the time being. He must develop his abilities, acquire wealth and magic and understand the neverending intrigues of the world about him before he’ll be strong enough to strike out on his own. Until that time, he needs allies, and he’s willing to accept anyone at his side so long as their swords or spells are strong.

He has a warped sense of humour, and although he does his best to disguise his true nature from his companions, he can’t help but laugh at the cruel misfortunes of others when they occur. When amongst men or monsters he’s confident he can best, he’s an appalling braggart, and flattery can make him as foolish as the most naïve maid.

Background: Originally from Unther, Deudon headed north as the apostle of Wyrmkeeper Sarvan Habidessor, a formidable member of the growing Church of Tiamat who sought to build his faith’s power by forging alliances with the Cult of the Dragon in the North. A dracolich thought very poorly of his scheme, and although Deudon never had the courage to enter the beast’s lair, he did have the sense to flee when he heard his master devoured alive.

Rather than returning home in shame, Deudon concluded that with his master gone his moment to prove himself had come. Abandoning the plans with the Cult of the Dragon, he headed north towards Damara and the throne of Gareth Dragonsbane, a paladin said to have destroyed one of Tiamat’s avatars in the heart of her lair in Avernus. He’s heard rumours of dragons gathering in the ruins of Castle Perilous, gathering themselves for retribution. If these whispers are true, he hopes to eventually insinuate himself in their good graces. If they prove false, at least the treasures said to lie abandoned in the Mines of Bloodstone will bring him the power he craves.


How does this guy look? I would just need to bump him up to 20 point buy and maybe change favored enemies.


The only thing I am seeing is that the grou p will be low on hit points, but well, there woudl be a lot of divine magic so that should compensate.


Ok, I put another point in con.


BTW, very happy this is in the realms.


Elvish magus hexcrafter is finished. Went for the dark elf racials as he likes to hang out with dwarves and the darkvision makes it work.

There is no accounting for taste.

Named after an awesome Neal Stephanson character. Recommend the book Snowcrash highly.


Looking forward to this! Ran a group of Epic PCs through a modified H-1 through H-4 a few years back, really enjoyed running that game.


Here is an avatar for my cleric. Can't wait to get started.


I was almost finishing the campaing post but my father closed the google crhome window :/,

The discussion thread is open so we can talk more there.

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