Hey you lot and welcome to my Shackled City AP and I hope that we all have a good one. There are quite a few things that we have to cover before we begin.
>Your timezones
>Preference on hp per level
>Character relations (As you are all a citizen or have at least been in Cauldron a few weeks you are bound to have bumped into one another before.)
>Your life in Cauldron (Your daily life any exiting events your family and home etc.)
>For role playing and story purposes I want all PCs to have a campaign trait on top of 2 normal traits.
>Character Personality's
I think that's all and I thank you all for joining me I hope we have a good one!
Cauldron:
Cauldron is a small, conventional city with a mixed population of about 7,500 adults (79% human).
Cauldron is believed to have been founded some 700 years ago by Sundabar Spellmason. The story goes that Surabar led a small army inland from the recently founded city of Sasserine. He fought to rid the region of an ancient demonic taint. The events of which are re-enacted every year at the Demonskar Ball.
Cauldron was built in the caldera of an extinct volcano. The caldera provides both natural defenses and a supply of fresh water. The elevation keeps Cauldron’s temperatures below that of the surrounding jungle, giving Cauldron a roughly temperate climate. Cauldron is the most populous area in the Cauldron Region. Nearby villages include Redgorge, Kingfisher Hollow, and Hollowsky.
Cauldron is ruled by a Lord Mayor, elected to his position every two years. The post is currently held by Severen Navalant, whose term expires in roughly 20 months. Other important individuals in the city include Terseon Skellerang, captain of the guard, the members of the noble families, and Cauldron’s few wealthy merchant interests.
Cauldron’s buildings are relatively tightly packed together, and made primarily of volcanic stone and wood. The four main roadways are cobbled and wide enough to support several wagons abreast. Smaller avenues connect the four roadways, which form concentric terraces down to the lake in the center of the town. From outer to inner, the avenues are named Obsidian, Magma, Lava, and Ash. Sewage from privies runs underneath the streets in specially built trenches, which all houses feed into. The runoff outlets are dug deeply into the heart of the lake, which is periodically purified by the clerics of the town to ensure that any sewage that doesn’t sink into the volcano’s depths is neutralized.
A 50 foot high wall of black malachite surrounds the outermost ring of the city. The closer you are to the wall, the nicer the accommodations and the more likely you are to encounter nobility. The closer you are to the lake, the shoddier the construction and the more likely you are to get your coin-purse nicked. Houses directly on the lake are often built with stilts to protect against flooding during the rainy season in winter.
Cauldron boasts temples to St Cuthbert, Bahamut, Kord, The Raven Queen, and Pelor. Though other gods are worshipped, none have temples dedicated to them within the city.
Coins can be exchanged for trade bars and gems at Alameda Moneylenders, just off of Obsidian Avenue near the South Gate. Bars are also available from the Lord Mayor’s office. No surcharge is levied for exchanging coins for trade bars or gems.
Taxes in Cauldron are light. Citizens play a flat tax of 1gp per year, usually at the year end holidays. Merchants and nobility are charged a 5% income tax over the course of the year. There is a 1sp gate tax charged for any non-citizen entering one of the gates. Monthly gate passes can be purchased for 1gp, and the purchasers must submit to a rigorous background examination.
All inhabitants of Cauldron that own a building, or are part of a family that owns a building, is a citizen regardless of economic status. Most Cauldronites have a simple malachite ring made or given to them when they reach the age of majority. The ring always bears the symbol of the city, a mountain with a chunk taken out of the top, inside which is fitted a staring eye. Nobles often purchase very elaborate rings, or have extravagant broaches made to show their citizenship.
During the rainy season the central lake overflows, often putting the lower rings of the city at risk for flooding. The yearly Lowering of the Waters ceremony uses rituals of control water to reduce the risk.
In general, life in Cauldron is good. The town guard deals with the local troublemakers but leaves the bigger problems (like marauding monsters) to the lord mayor or one of the many churches in town. Both the lord mayor and the churches hire local adventurers to deal with such problems immediately.
Townsfolk are generally pleased with the lord mayor, although a recent string of disappearances and robberies worries them. People have been taken from their homes during the night, and the town guard has been unable to identify the culprits or locate the vanished citizens. Moreover, the victim's homes were stripped of portable valuables. It seems that no place is secure.
The Village of Hommlett—or merely "Hommlett," as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and 'civilized.' The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads.
To the north is the mighty Velverdyva River, along whose south bank runs the Lowroad. Many days' travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.
Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk.
Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too much so, in the eyes of some.
Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.
A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their illgotten tithes. Good folk were robbed, pillaged, enslaved, and worse.
In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad.
But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.
Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.
After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.
But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.
The six of you have been called to meet personally with the noble Lord the Viscount of Verbobonc this is an honor that few are granted. But this meeting is not one of pleasantries but business, he assigns you to an important task. The Viscount has heard of the growing bandit sources to the east and sends you to aid the village in finding the source of the malevolence. He only gives you a map and six mount fit for your size and explains nothing further nor why it was you he summoned. "You are to leave immediately" he says "and don't worry there will be plenty of time to get to know one another" With little choice in the manner you gathered your supplies bought what meager equipment yo could afford and head for the road to Hommlet. The three days trip was spent quietly and lasted little time you have had little in the ways of conversation with your new peers and time passes quickly.
Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe. The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered. The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!
The adventure begins...
This wood and plaster house is wellkept, and the barn beyond is bulging with hay, grain, and so forth. Several fat animals are about. Two large farm dogs bark at your approach, and a rosy-cheeked goodwife appears at the doorway shouting out at the dogs behind her a four young boys who run out as their mother openings the door they play in the front yard but one runs over to you. "your adventurers real ones you must be coming to ol Hommlet to slay a ferocious monster that roams are land aincha but I have only 'eard a dem in strorys." The boy continues rambling on to you delaying your advance.
Now is a time to do some roleplaying among yourselves and villagers while I slowly move you through Hommlet. You entered from the bottom right path coming from the west on map.
Have an idea for a campaign set in the setting from the fallout series but slightly altered background behind it is still similar. This campaign will have nothing to do with the games plot wise and I am using a combination between the original fallout d20 rule set modern d20 and my own.
For classes I am only using the "Advanced classes" Meaning they have no prerequisite. All information regarding classes and rules is on the web linked.
Classes:
Acolyte
Battle Mind
Bodyguard
Daredevil
Field Medic
Field Scientist
Gunslinger
Infiltrator
Investigator
Mage
Martial Artist
Negotiator
Occultist
Personality
Shadow Slayer
Soldier
Techie
Telepath
Character stats will be as such:
Characters have total of 50 points to distribute among Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
All characters are required to take 2 of the following traits:
Character Traits:
Bloody Mess
Requirements: None
Description: By some twist of karma, people around you die violently. You deal 1 extra multiplier from critical hits (for example, x3 instead of x2). The drawback is anyone attacking you gets to enjoy this benefit as well.
Bruiser
Requirements: Human or Super Mutant
Description: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do. You deal an extra +2 damage with Melee Weapons, Thrown Weapons (except spalash weapons) and Unarmed Attacks. However, you get a -2 penalty to hit with all these attacks.
Chem Reliant
Requirements: Don’t have Chem Resistant
Description: You are more easily addicted to chems. You take a -2 penalty to Fortitude checks when rolling to resist chemical addiction. The upside is, if you do get addicted, you recover from the withdrawal time twice as fast.
Chem Resistant
Requirements: Don’t have Chem Reliant
Description: Chems only affect you half as long as normal, but your chance to become addicted is also a lot less. All chems only provide their benefit for half as long when you use them. Though, you also get a +2 bonus to Fortitude saves when resisting addiction.
Cyborg
Requirements: Human
Description: You are now permanently part-man, part-machine. This Trait gives you a permanent 4/- damage reduction, +2 bonus to save versus Poison and Radiation and the Energy Weapons Perk. Downside is energy weapon damage against you is open-ended, movement reduced to 20 feet and you cannot resist or save against EMP effects.
Fast Metabolism
Requirements: Human
Description: Your metabolic rate is twice normal. That means you are less resistant to Poison and Radiation, but you heal faster. Your base Healing Rate is doubled, but you get a -4 to any Fortitude saves to resist Poison or Radiation.
Fast Shot
Requirements: None
Description: You don’t hit very accurately with guns because you attack faster than normal people. You get a +2 bonus to Initiative when using guns, though you also get a -2 penalty when using them.
Fear the Reaper
Requirements: None
Description: You have cheated Death! And he’s not laughing. Your perk rate goes up by one (Perks every 2 levels instead of every 3, for example) however, at every level up you must make a Luck check (d20 + Luck Modifier): DC 5 + level attained or die.
Finesse
Requirements: Human or Ghoul
Description: Your attacks show a lot of finesse. You hit more often with guns and thrown weapons (not grenade-like weapons), but you never cause critical hits. You get a +4 bonus to hit when using Small Guns or Thrown weapons. However, you don’t get to ever cause any critical hits.
Gifted
Requirements: None
Description: You have more innate abilities than most, so you haven’t spent as much time honing your skills. Your statistics are better than average, but your skills are lacking. All SPECIAL stats get increased by 1, but all skills get a -2 penalty.
Glowing One
Requirements: Ghoul
Description: Your glow doubles your healing rate. Though medical attention and Stim-Paks have no effect on you.
Good Natured
Requirements: Human or Ghoul
Description: You studied less combative skills growing up. You get a -4 to your Base Attack Bonus. But, you gain 2 ranks in all Knowledges and the Treat Injury skill. You also gain 10 Positive Karma points.
Gymnast
Requirements: Human
Description: You can bend and twist your body in confusing ways, even while you move. With this perk, you get a +6 bonus to your Reflex save to resist explosive and splash damage. Downside is, you cannot use any weapons of the Big Guns category or ever wear medium, heavy or Power armors, oh and your Strength is reduced by 2.
Ham Fisted
Requirements: Human or Ghoul
Description: Genetics have endowed you with huge…hands. You deal an extra die of damage when fighting unarmed, but you cannot use single-handed firearms or small melee weapons.
Heavy Handed
Requirements: Super Mutant
Description: You swing harder, not better. Your attacks are very brutal, but lack finesse. You never cause a Critical Hit, but you always cause more normal damage. All melee and unarmed attacks deal an extra die of damage, but you will never be able to cause a critical hit.
Jinxed
Requirements: None
Description: The good thing is that everyone around you has bad luck, the bad thing is – so do you! Your Luck modifier is now permanently reverse (meaning negative). Good thing is, anyone within your influence has theirs reversed as well. If you take this Trait, do not tell the other players, but the Overseer will need to know.
Kamikaze
Requirements: None
Description: By not paying attention to any threats, you can act a lot faster in a turn. This lowers your Defense to just what you are wearing, but you sequence much faster in combat. You have no base Defense or a bonus from your Agility or Class. You must wear armor to have any Defense, but you get a +6 bonus to Initiative.
Karma Chameleon
Requirements: None
Description: You come and go, you come and go. And no matter where your coming from or going to, your Karma is nonexistent. You do not begin the game with any Positive or Negative Karma, nor can you ever gain any throughout your existence. The good thing about this trait is bad things will not happen to you as a result of a high Positive or Negative Karma score. Bad thing is good things won’t happen to you either. This Trait bypasses any/all requirements for any Classes. However, Perks with a Karma requirement are unavailable to you.
Magnetic Personality
Requirements: Can't have Vat Skin Trait
Description: You easily attract metal, of the lead variety. Anyone shooting at you gets a +4 bonus to hit you. However, you’re used to getting shot up, so you gain a +2 bonus to Endurance and a 2/- Damage Reduction.
Night Person
Requirements: None
Description: When performing actions at night, you do things better. During the day, however…well let’s just say you’re not a morning person. Doesn’t have anything to do with the level of the light, just the time of day. During nighttime hours, you get a +2 bonus to all skills, saves and attacks. But, you get a -2 penalty to the same during the daytime hours.
One Hander
Requirements: None
Description: One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause problems. You get a -4 penalty when using two-handed weapons or two weapons. But, you get a +4 bonus when using a single, one-handed weapon. This works for both firearms and melee weapons.
Rad Child
Requirements: Human or Super Mutant
Description: While in the midst of radiation, your heal rate switches from days to rounds. However, you forfeit your Fortitude save to resist radiation, and you gain radiation twice as fast.
Sex Appeal
Requirements: Human
Description: The character gains an extra +2 bonus to Barter, Bluff, Diplomacy, Intimidate and Perform skills when dealing with a human of the opposite sex. However, they get a –2 penalty to the same skills when dealing with a human of the same sex.
Skilled
Requirements: None
Description: Since you spent more time improving your skills than a normal person. The tradeoff is that your SPECIAL suffers slightly. All Tag skills get a +3 bonus. However, all your SPECIALs are reduced by 2.
Small Frame
Requirements: Human or Ghoul
Description: You are not quite as big as other people, but that never slowed you down. You can’t carry as much, but you are more agile. You get a +2 bonus to your Agility, but your carry weight is reduced to 10 pounds per point of Strength instead of 15. Plus, you cannot ever wear heavy or Power Armor.
Tech Wizard
Requirements: Ghoul
Description: You’ve spent your formative years hunched over a bench learning tech stuff. Trouble is you’ve ruined your eyes. You get a +2 bonus to Computer Use, Craft (electronic), Craft (mechanical), Demolitions, Disable Device, and Repair. Though you also get a -2 penalty to attacks, Decipher Script, Forgery, Navigate, Search and Spot.
Vat Skin
Requirements: Super Mutant, Can't have Magnetic Personality Trait
Description: Other people find you hideous to behold and vomits to smell. You’re harder to hit in melee combat because of this. However, it’s also made your skin a lot softer. You get a +4 bonus to Defense when attacked by Melee Weapons or Unarmed. However, your Damage Reduction is reduced to 2/-.
Character races are Human and variants (will explain later), Super mutants, and ghouls.
Ghouls
Ghouls are very similar to humans in most aspects as they once were.
They receive +10 to fortitude rolls when warding off effects of radiation. They are unaffected by mild or moderate amounts of radiation.
They receive a +5 to fort when suffering the effects of electrical damage.
They cannot have the Arcane lore knowledge skill or use any magic arcane, divine or psionic ability's.
They receive toughness at first level for free.
-2 to Strength, -2 to Dexterity, +2 to Wisdom and Inelegance due to their stiff ghoulish state and long (after) lives.
Outsider human
+3 free ranks to Survival
At first level may not take the skills computer use, drive, knowledge arcane lore and pilot. Nor any feats regarding driving or computer knowledge.
They do however have one thing going for them on top of the one human bonus feat they may take another from the following list: Animal affinity, Athletic, Alertness, Acrobatic, Endurance, Stealthy, Nimble or toughness.
Vault Dweller
+3 free ranks in Computer use.
At first level may not take Skill regarding anything in the outside world e.g. Handle animal, drive or any feats involving vehicles or nature.
Computer use is always a class skill and automatically increase as the character rises in level. and start better equipt than most others. Like all humans they get a bonus feat.
Reavers
+3 free ranks in all Intelligence related skills.
May not take skills or feats involving driving or animals.
They gain a bonus feat at first level but cannot spend it on combat related feats. They do have a class restriction though and are always Techies.
Beastlords
+3 free ranks in Handle animal
They know nothing about business or technology and cannot take any feats or skills regarding at first level. They cannot use crafting skills ever.
Beastlords start with an animal companion this companion is a small creature such as a bird or small radscorpion it gets "Stronger" as it's master does. A beastlord can teach it's companion a number of tricks equal to his int mod. Beastlords start play very poor with no modern equipment.
Tribals
Same as Beastlords exept they trade the companion for +3 free ranks in Survival and knowledge of the lands surrounding their home (If within 50 miles of tribe can never get lost.) As well as the ability to track.
Mutants
+3 to strength, +2 constitution, -2 Dex Cha. Int is variable if you make a super mutant roll a d100.
Super mutants are considered large: -1 to hit and defense +4 grapple and -4 hide. 10 foot reach.
+2 fort
Cannot take Drive and pilot initailly due to size.
Cannot use any form of divine magic or knoledge of divine. They have thier own form of Arcane will explain later.
Background story:
The geopolitical situation that led to the outbreak of the long-feared global nuclear war was prompted primarily by the onset of a worldwide energy crisis when the supplies of fossil-fuels, particularly petroleum, finally began to run out by the year 2050. This energy crisis was in part the result of the ever-increasing amounts of fossil-fuel required to power the Fallout world's larger and less energy-efficient technologies when compared with those of our own world, due to their failure to develop miniaturized electronics and more advanced manufacturing materials. The result of this energy crisis was an increasing scramble by all of the advanced, industrialized nations to secure the few remaining supplies of untapped petroleum around the world. Ultimately, a series of military conflicts driven by this hunger for natural resources consumed the planet. The European Commonwealth had reacted to the rapid raising of oil prices to unacceptably high levels by the Middle East's oil-rich states in 2052 by unleashing military action in that region of the world. This intervention ultimately resulted in the destruction of the Israeli city of Tel Aviv in December 2053 by a terrorist nuclear device and a limited nuclear exchange between the conflict's participants in 2054, the world's first since 1945.
As the United Nations tried with little success to keep the peace, many of that organization's member-states pulled out, and within two months of the outbreak of what was soon called the Resource Wars in 2052, the United Nations was disbanded. Next, following the breakdown of trade talks and the unilateral American exploitation of the world's last newly discovered reserves of crude oil, the Chinese invaded Alaska in 2066 in pursuit of that American state's remaining oil reserves. The United States ultimately annexed Canada in 2076 to ensure Canadian support for its defense of the Alaskan front even as the American federal government acted aggressively against its own citizens to contain wartime rioting, anti-war civil disobedience and military desertion. The United States retaliated against the Chinese by launching its own costly invasion of the Chinese mainland in 2074 to reduce Chinese pressure on the Alaskan front. Despite initial costly setbacks, this strategy proved successful and American forces liberated the Alaskan city of Anchorage and forced the Chinese People's Liberation Army to retreat entirely from American soil in January 2077. This victory was largely won due to the more advanced military technology developed by the United States during the conflict, especially the deployment of Powered Infantry Armor. Many smaller nations went bankrupt in the ensuing conflict as their economies collapsed due to the increasing shortage of fossil-fuels. The Resource Wars ended with the Great War in 2077.
The Great War
It is not known who launched the first nuclear weapon that precipitated the conflict. President Richardson would tell the Chosen One that China launched first, but he is hardly objective. Leftover log entries within Black Mountain Radio would also seem to pin the initial launches on China, with the United States retaliating in only a handful of minutes. (See behind the scenes)
The nuclear exchange that characterized the Great War lasted for only a brief two hours, but was unbelievably destructive and reshaped the climate of the world even as it caused the fall of most of human civilization everywhere across the globe. More energy was released in the first moments of the Great War than all of the previous human conflicts in the history of the world combined. Entire mountain ranges were created as the ground buckled and moved under the strain of the cataclysmic pressure produced by numerous, concentrated atomic explosions. Rivers and oceans around the world were contaminated with the resulting radioactive fallout released by the relatively low-yield nuclear weapons used by all sides, and the climate changed horrifically. All the regions of the Earth suffered from a single, permanent season once the initial dust blasted into the atmosphere by the nuclear explosions had settled - a scorching, radioactive desert summer.
Aftermath
Many American citizens did not heed the air raid sirens on October 23, 2077, believing them to be signaling just another drill. The Vaults sealed their inhabitants in as the Earth burned in atomic fire. A few citizens took shelter where they could: sewers, and subway stations, drainage centers, Pulowski preservation shelters, or in the case of the Keller Family, the National Guard Depot. However, without a very strong outer shield of dense metal or rock to defend them from both the heat and kinetic shockwave of the nuclear blasts (such as Lamplight Caverns or Raven Rock), few civilians survived the full-out nuclear exchange. Some who were exposed to high levels of radiation became ghouls, and some of these ghouls, in turn, formed their own communities. Those who survived the nuclear exchange would form the basis for the brutal civilization that existed for the next 20 years, until the first Vaults re-opened.
Despite the global destruction caused by the war, many areas remained habitable, with low and tolerable levels of radioactive fallout. The surviving humans were in some parts of the Earth able to continue living in the ruins of the pre-War civilization, establishing new communities and even small cities.
Around a week after the initial nuclear explosions, rain started to fall; however, none of it was drinkable. The rain was black; tainted with soot, ash, radioactive elements produced by the nuclear explosions and various other contaminants produced by nuclear weapons. This rain marked the start of the terrible fallout that marked the true, permanent destruction caused by the Great War. The rain lasted four long days, killing thousands of species that had survived the initial destruction of the bombs, be they animal, plant or micro-organisms. Those few living things, human, animal or plant, that survived after the rain ended were left to live in the now barren wasteland that had spread across the Earth, where nearly all pre-War plant life had died either in the initial explosions or from the intense radiation produced by the fallout. apocalyptic
Some major global cities were not completely destroyed by the explosions because of their relatively low explosive yields, and cities such as Washington, D.C. even managed to maintain intact buildings despite relatively close detonations. However, most city streets across the post-nuclear United States were and continue to be blocked with rubble from collapsing edifices. In the ruins of Washington, D.C., most of the city's Metro system of subways remained intact. Though many Metro tunnels were blocked by collapsed masonry caused by the shock of the atomic explosions, the Metro's tunnel network remains the easiest way to move around the D.C. ruins.
It has been many years since the city of Phlan was a small but growing city on the shores of the great MoonSea. Trade sailed into to Phlan, past the fortress of Sokal Keep where the watch scanned the sea for pirates, into the small harbor at the mouth of the Stojanow River. Galleys, pinks, cogs, and schooners came from the merchants to the south, braving the sea to this small northern port. Townsmen offloaded pungent spices, dark woods, reptilian leathers, filmy cloth, gnarled barks, hammered steel, veined marbles—the riches of the southern shores. From the north came thickbearded men—men of the bitter plains, granite mountains, and icy swamps beyond, leading caravans burdened with silky furs, heavy wools, rare ores, straight-beamed woods, and the ivories of beasts longforgotten in lands further south. Slowly, with patience and endurance, the caravans plodded to Phlan meeting others, friends in the dwarves of the Dragonspine and elves of the Quivering Forest, foes in the orcs who came from the Tweenhill gap or the reptilian race of the swamps. In Phlan northman and southerner met, haggling, cheating, lying and drinking. Phlan was well on its way to becoming a prosperous trading town. And then the dragons and their armies came. At first the men of distant villages stopped trekking to Phlan. No trader came back with tales of new discoveries. The distant outposts slowly disappeared. Then refugees began to arrive. At first they were solitary survivors straggling in to lose themselves in the maze of the slums. Then families arrived perched on plodding wagons. They told stories of neighboring villages set to the torch, the humans slaughtered—or worse. Trade dropped off. Fewer caravans arrived. Fewer ships came to collect the scanty cargoes. The merchants were concerned. Scouts were sent. They returned telling of hordes of orcs, goblins, ogres, and giants doing what they had never done before— marching as armies with order and discipline. It was the fear of their commanders, fearsome dragons, that held them together. Towns closer and closer to Phlan fell, the stream of refugees increased. Cautious merchants packed their goods and left. Greedy merchants hurriedly amassed fortunes from the frightened people while keeping one eye always on the door. The Council fretted and fussed. Some wanted appeasement, some favored an army, and still others poured money into the walls of Phlan. But no strategy was ever agreed upon. When the armies finally came, Phlan was simply not prepared. For a day the Council watched the lines drawn up outside the walls—ranks of leering, skull-painted beasts dragging obscene machines of war. They could not surrender, for they knew there would be no mercy from these cohorts. Valiantly, but futilely, they mustered their men. Their spearmen were ready to meet the charge. From the start of the attack, the humans were defeated. They were out-numbered, out-fought and outgeneralled. The first wave struck from the air—wheeling flights of dragons after dragons swept over the rooftops, setting ablaze vast portions of the city. As the flames licked over the chimneys, the attackers charged into the trapped militia. The Battle of Phlan was a massacre. Over the years, however, the dragon armies have flowed and ebbed, leaving behind pockets of despair and desolation. These isolated domains cannot withstand the unstoppable flood of human dominance. Men have returned north of the MoonSea and are determined to reclaim their lost homes. Such is the case in Phlan. Although the city proper—its districts and its fortresses—are still held by the twisted offspring of the original conquerors, good men have managed to gain a foothold in the ruined city. Fired by the feelings of destiny and progress, they have set their sights on reclaiming all of Phlan and restoring it to its former glory. To this end, they are backed by a new Council, calling upon outlander heros to reclaim the ruins of Phlan...
You are all boarded on a large ship from Melsmar headed to the Ruins of Phlan to aid in the reclamation of the ruined city. The trip is to take several weeks to reach New Phlan you hope you will not be late for the councils speach. There are at least 18 foriegn adventurers aboard the ship (including yourselves) many brag of the deeds they are to preform and the riches they will find in the ruins of Phlan some speak of rumors of the town say it was an evil spirit that claimed the town ot that there was a traitor among the council whether anything they say is true or not one thing is for certain it is going to be a long few weeks that is for sure...
People of note aboard the ship:
Yourselves obviously
Captain Brenack: He is a tall muscly man and captain of this ship he is not very talkative but it is sure that he has a few good stories in there.
Fealix: A strange man also one of the adventurers headed to Phlan he keeps mostly to himself but does seem to know quite a lot about the ruined town he isn't very friendly but does have a soft spot for cats.
Ships cook Flan: A very energetic joyful man he takes well to his craft he is very talkative and friendly.
First mate Beck: The hardy dwarf and first mate of the ship is always in a great mood and is quite jolly all the time.
The weather is gloriously sunny, and the crew are off duty while the Captain and First Mate consult about their course with the navigator. Most of the inhabitants of the ship are out on the deck, enjoying the glorious sunshine overhead as the anchored ship drifts lazily, pushed by the gentle waves the light breeze carries with it the scent of Flans next gourmand meal.
Feel free to begin RPing amongst yourselves and crew. No dice rolls yet though please, just actions and speech.
Hey you lot and welcome to my Pool of Radiance Campaign
OK there are a few things I wanna cover
>Your timelines
>Preference on hp per lvl
>Why you came to Phlan
>You have 1000gp each for starting gear and wealth
>If any of your characters have history together
>Ask any questions you want.
Thanks glad you could join me!
Hi all, well I am finally going to give GMing a PbP a go. I have experience GMing in real life, so hopefully it won't be too much harder, but please just bear with me if I don't get it perfect to start with.
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 one must be campaign trait from the legacy of fire players guide
>Maximum starting gold for class
>You may work towards achievement feats but must keep your own progress
>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
I will be accepting 4-6 players for this AP. Characters may of have history together as long as it is confirmed with both players. Group must be a Balanced party e.g. not accepting 6 wizards. Closing date for recruitment will be November 13th or sooner if too many applications.
Organized Play Characters
Valjoen
Human Barbarian/2, Fighter/2, Sorcerer/1, DragonDisciple/3 | Init +7 | Per +12 | HP 74/74| AC 22, 20flat, 12touch | Fort +11 | Reflex +4 | Will +4 Status: normal
(232
posts)
Balomar
Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Ghrezzd
Elven Wizard/5 | Init +10| Per +11 | HP 27/27| AC 14, 12fl, 14t, 18MA | Fort +4 | Reflex +5 | Will +5
(168
posts)
Blossym
Elven Rogue/1 Wizard/1 | Init +5 | Per +8 | HP 13/13| AC 13, 13touch, 10flat | Fort +1, Ref +5, Will +3 | CMB 0| CMD 13
Current Status:
HP: 13; AC: 17 - Mage Armor active
(132
posts)
Ghaenk
Human Swashbuckler/5 | Init +7 | Per +7 | HP 40/40 | AC 19, 15fl, 14t | Fort +4 | Reflex +9 | Will +2
(162
posts)
Faellynn
Human Fighter/2 | Init +5 | Per +8| HP 12/22| AC 17, 14flat, 13touch | Fort +5 | Reflex +3 | Will +1 | BAB +2 | CMB +5 | CMD 18
(105
posts)
Helluddar
Human Fighter/3 - Core | Int +4 | Per +8 | AC 20/18fl/12t | HP 31/31 | Fort +5 | Ref +3 | Will +2
(101
posts)
Sivantanpisil
Human Cleric/9 - Core | Int +4 | Per +14 | AC 22/20fl/13t | HP 49/66| Fort +10 | Ref +10 | Will +14 | CMB: +10, CMD:23 | Move 50' | Normal Vision
(419
posts)
Hakimo Lu'dao
Fighter/1 | Init +2 | Per +5 | HP 13/13| AC 17, 15flat, 12touch | Fort +4 | Reflex +2 | Will +2 | CMD 16 (+2 SUnder) | CMB +4 (+2 Sunder)
(63
posts)
Drixel Von Hielsen
Human Sorcerer/5 - Core | Init +3 | Per +0 | HP 32/32| AC 15, 12flat, 14touch, 19mage | Fort +4 | Reflex +5 | Will +5 | Reach 10' | Move 30'
(38
posts)
Rgulbux Thunderdrum
Dwarf Draconic Bloodline Sorcerer/4 | Init +5 | Per +8 | HP 30/30| AC 12, 11flat, 11touch | Fort +3 | Reflex +2 | Will +4 | BAB +2 | CMB +1 | CMD 12
(68
posts)
Laurallei Tynve
Winter Witch/2 | Init +9 | Per +8 | HP 14/14| AC 13, 10ff, 13t | Fort +1 | Reflex +3 | Will +3
(99
posts)
Grymdor Hallowheart
Ranger /2 - Core | Int +5 | Per +7 | AC 19/17fl/12t | HP 22/22| Fort +5 | Ref +5 | Will +3
(0
posts)
Bryndarynn
Human Wizard/2 | Init +6 | Per +2 | HP 14/14 | AC 12, 10flat, 12touch | Fort +1 | Reflex +2 | Will +4
(44
posts)
Lyana Zaneer
Human Paladin/2 | Init +2| Per +0| HP 20/20| AC 16, 14flat, 12touch | Fort +7 | Reflex +5 | Will +5 | BAB +2 | CMB +5 | CMD 17
(93
posts)
Pferryn
Wayang Rogue1/Wizard3/AT1 | Init +12 | Per +12 | HP 32/32 | AC 15, 11flat, 15touch | Fort +4 | Reflex +9 | Will +5
(22
posts)
Lorÿndahl
Warpriest/2 | Init +3 | Per +4 | HP 17/17| AC 17, 14flat, 13touch | Fort +4 | Reflex +3 | Will +5 | Reach 5' | Move 30' Status:
(69
posts)
Cottar Whitbottom
Male (Gutsy) Halfling | Rogue 1 | HP 15 | AC 18 | F +4 R +9 W +6 | Per +6 | Stealth +7 | +1 Trap Finder |
(6
posts)