The DZA's Greyhawk Adventures!

Game Master the DZA

A return to the classic, with a modern twist.



Okay Darren, let's try again! Let me know what kind of character you're thinking about.


Our campaign begins in the year 589 CY. Assume that anything that is canon has happened, with the exception of the Scarlet Brotherhood. It probably won't affect our game much, but I've decided to keep them a secret, rather than going with canon and saying they announced themselves. The area on the map known as The Scarlet Brotherhood instead becomes the Kingdom of Shar, and the organization remains a secret.

We will begin around the area of the Domain of Greyhawk. If we end up getting together in person, I think I have a good starting hook that will allow us to incorporate other people as well.

As we're starting near Greyhawk, please come up with a reason why your character is in the area, if they are not originally from the area.

I've put a link to the map under my name, as well as a link to the Obsidian Portal page for the game.


map portal

Just let me know if you decide to change out some of your traits with the ones I sent. I'm interested to know how you felt about them.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay so that is a nice little stash there.

I think Hedrick is going to observe for a little bit. He can create water if needed. He can also cast a spell that gives him a full days rest, food and water and not have a missing spell slot in the morning. Druid Dream Feast.

He has 6 cloud bursts that can cause non lethal damage and stun.

He is going to want to speak with the dwarves and get an idea of what they know about the other cells and castle. And what they know about what Lady Sabina is all about.

He is also going to try and keep talking to the gnome and find out what he can. Or at least desensitize him.

Also if there is dirt under the flagstone he has a spell that can dig out 5cu ft of dirt. Not sure that is going to help here though.


map portal

Cool. The dwarves seem a little broken in spirit and Jekku doesn't seem like the type to try to escape, so observing for a while won't bother them.

I'm going to give you about 2 weeks of "downtime," but I'll post in the gameplay thread so you can get some more information.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Do you think this 0 level spell is broken?

Wooden Club
School conjuration (creation); Level druid 0
CASTING
Casting Time 1 swift action
Components V, S
EFFECT
Range personal
Effect wooden club
Duration 1 round
DESCRIPTION
You create a wooden club which appears in your hand. This weapon is wielded as a club (simple weapon) and you are automatically proficient in its use. It deals 1d6 points of damage, plus your Strength modifier. If you ever relinquish hold of the club, it dematerializes and cannot be reformed.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

These are all the basic book ones. I will have these memorized for when I go in with the Goblins.

Ice Armor

School transmutation [cold, water]; Level cleric/oracle 1, druid 1

CASTING

Casting Time 1 minute
Components V, S, F (5 gallons of water)

EFFECT

Range 0 ft.; see text
Effect a suit of armor made of ice
Duration 1 hour/level or until destroyed
Saving Throw none; Spell Resistance no

DESCRIPTION

You create a suit of armor made of ice. While cold to the touch, it does not harm the wearer, especially if worn over normal clothing (though it can hasten the effects of exposure in cold environments). It offers the same protection as a breastplate, except it has hardness 0 and 30 hit points. If the intended wearer is immersed in water when you cast this spell, you may form the armor around the wearer (who may be you); otherwise the wearer must don the armor normally. Attacks against the wearer that create heat or fire degrade the armor, reducing its armor bonus by 1 for every 5 points of fire damage the wearer takes; when the armor's bonus to AC reaches 0, the armor is destroyed and the spell ends. Because the ice is slightly buoyant, the wearer gains a +2 circumstance bonus on Swim checks, except when swimming downward. Druids can wear ice armor without penalty.

Longstrider
School transmutation; Level druid 1, ranger 1; Domain travel 1

CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of dirt)

EFFECT
Range personal
Target you
Duration 1 hour/level (D)

DESCRIPTION
This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

Longstrider, Greater

School transmutation; Level druid 3, ranger 3

EFFECT

Range personal
Target you
Duration 1 hour/level (D)

DESCRIPTION

This functions as longstrider, except it gives you a +20-foot enhancement bonus to your base speed and a +10-foot enhancement bonus to your other modes of movement (burrow, climb, fly, swim, and so on). It does not affect movement modes you do not actually have—for example, if you do not have a swim speed, this spell does not grant you a swim speed.

Fog Cloud


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

light and enhanced diplomacy and maybe the wooden club spell for 0 level if you say its okay.


map portal

I'd say the wooden club is fine. It's not magic or anything, and frankly anyone should already be proficient with a club.


map portal

The rest of the spells are fine, too.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay so,

0 Level
Enhanced Diplomacy
Light
Wooden club

1st Level
Fog Cloud
Ice Armor
Long strider

Memorized for going into the goblin cell. I figure that is the best escape load out at the moment.


map portal

No problem.


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Okay I thought I was in my robes, what do I still have on me besides my armor?


map portal

Your weapons, waterskin, and backpack were taken, which probably included most things on your list besides perhaps your coins and holly and mistletoe. They left your belt pouch. If you wanted to have something specifically in your belt pouch you might still have it, though it won't hold much.


Hey, hey, hey!


map portal

Oh hey there!


AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 11 (1d8+3) Fort +4, Ref +2, Init +2; Perception +7 Sense motive +8 Spell-craft +5

Recent events have increased my work load. I am taking a few days off to get to Reno though. Traveling tomorrow The Internet cable service went down locally, I figured out how to hotspot my phone. I look forward to getting on wifi tomorrow night.


map portal

No worries, my man. That's the beauty of PbP. Just post when ya can.

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