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And here we are again...((D&D Interest Check))


Keylo

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Joining the trend of D&D campaigns...and to occupy our current players while we're so eagerly awaiting the days we can actually play in respective IRC campaigns. I, Keylo, am thinking of running a forum based D&D campaign (with occasional IRC dates for important battles and the like).

For purposes of not putting too much stress on myself however, the following things will apply:

  • A. The campaign will either by a singular module, or a prewritten adventure path with my own liberties/fluff.
  • B. The system, regardless of how Pathfinder is arguably a far more balanced system, shall be 3.5 as I'm more familiar with the latter (so I'm not running to the PFSRD every post to double check things.)
  • C. The only books I will allow off the bat is Core and PHB II and anything from the actual adventure path.. Completes are generally allowed, but must be discussed/screened by me first, the same goes with spells from Spell Compendium. Other books "may" be negotiated, but know that I am far less likely to approve them.
  • D. I will be limiting the party size to 6 maximum(may be changed), so as to ensure posting efficiency. Note this is not first come first serve (in the event that I actually get that many interested players), but rather based on how well I am impressed with your character in terms of depth and detail. So please don't throw cardboard cutouts at me.
  • E. Player rolls shall be either conducted via the Invisiblecastle Die Roller (or some other die roller that can openly display the result), or handled by me personally. Players are free to decide which one they prefer.

With that said:

Here are the campaigns I am currently thinking of running, and a quick description copied from their advertising!

1)Rise of the Runelords
Description
In the sleepy coastal down of Sandpoint, evil is brewing. An attack by crazed goblins during the annual Swallowtail Festival quickly turns into something more ominous as the shadows of a dark past come back to haunt the town—and perhaps all of Varisia. Can the heroes stop the awakening of a legendary runelord and keep him from reclaiming his lost kingdom of greed?

The Rise of the Runelords Adventure Path begins with a goblin attack and takes players on an epic journey through the land of Varisia as they track a cult of serial killers, fight depraved backwoods ogres, stop an advancing army of stone giants, delve deep into ancient dungeons to reclaim weapons of unbelievable power, and finally go up against an all-powerful wizard-king in his ancient mountaintop city.
Starting Level: 1
Stat Creation: 4d6, take highest 3 for each stat, OR 32 point buy. Max HP up to level 6, Max Starting gold. Maximum LA +2.
Length: 1-Epic
Difficulty: Varies, but is notoriously difficult for certain portions.


2)Curse of the Crimson Throne
Description
The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.

In the Curse of the Crimson Throne Adventure Path, the heroes delve into the depth of urban adventure in order to stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau, where only the friendship of the barbaric Shoanti and a weapon drawn from the heart of a gothic castle can give them the strength to return and depose the evil queen once and for all.
Starting Level: 1
Stat Creation: 4d6, take highest 3 for each stat, OR 32 point buy. Max HP up to level 6, Max Starting gold. Maximum LA +2.
Length: 1-Epic
Difficulty: Varies, but is notoriously difficult for certain portions.


3) Eyes of the Lich Queen
Description
Copied from a Review
Eyes of the Lich Queen is a campaign/adventure book designed for the Eberron setting although with a little creativity and work, it can really be dropped into any fantasy campaign of your choosing if you do not play in Eberron. You'll require all of the standard books to play. The adventure is designed for four 5th level characters although five or six may be more reasonable. This is a good ol' fashioned quest adventure with the players seeking an artifact called The Dragon's Eye. The ancient artifact was created during the age of Demons and its said the Eye can give the holder total domination over dragons. The dragons are none to happy about someone finding the artifact that had been considered mere legend. They set out to find the Eye for safekeeping. Meanwhile, the lich queen Vol is dead set on finding the Eye for herself and has set her agents about finding the artifact.
Starting Level: 5
Stat Creation: 4d6, take highest 3 for each stat, OR 28 point buy. Max HP up to level 6, Starting Gold is 9,000 GP. Maximum LA +2.
Length: Moderate
Difficulty: Starts off with an epic battle against a dragon(Semi spoiler)...Sadly becomes easier as the campaign goes.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

If interested please cast a vote as to which module you'd prefer. That or send me a long and convincing pm as to why I should run another module instead. Any questions?
 
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Loli Defense Force

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Re: And here we are again...((D&D Interest Check))

Placeholder post goes here!
 

Caulder

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Re: And here we are again...((D&D Interest Check))

I vote for 1.

EDIT: Also, leaving stat rolls here for reference.
 
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Hentaispider

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Re: And here we are again...((D&D Interest Check))

Voting 2.
 

TentanariX

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Re: And here we are again...((D&D Interest Check))

Possible interest here as well. I'm up for any of the Ones you listed. Though I might be more open/hoping for level 6/7 so I can do a drunken master. XP If not I can work with any of the ones you have already. And is the official DND roller acceptable?
 
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Keylo

Keylo

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Re: And here we are again...((D&D Interest Check))

Possible interest here as well. I'm up for any of the Ones you listed. Though I might be more open/hoping for level 6/7 so I can do a drunken master. XP If not I can work with any of the ones you have already. And is the official DND roller acceptable?
The official DND roller doesn't preserve the rolls it made, so no actually.
 

Loli Defense Force

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Re: And here we are again...((D&D Interest Check))

Hm... guess I'll vote for 2 :x

Also, possibly going to roll up a frenzied 'zerker
 
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Keylo

Keylo

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Re: And here we are again...((D&D Interest Check))

Attached are the player guide PDFs for Rise of the Runelords and Curse of the Crimson Throne.

 
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Re: And here we are again...((D&D Interest Check))

Sounds like fun.
I would like to join in if not too much trouble.
If I get in I vote for #2

My stats if i get in
Do to boredom I even made a character
hope I didn't make a mistake
 
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Tassadar

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Re: And here we are again...((D&D Interest Check))

Stats


Sheet:


I got way too into character while making this.
 
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Copper

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Re: And here we are again...((D&D Interest Check))

Rise of the Runelords is fun and if I jumped in on Curse of the Crimson Throne, my DM would kill me for getting spoilers before he has a chance to run it *laughs*

Just throwing in my two cents, personally, I'm waaaaay to bogged down already to jump into something *else*

Good luck to y'all, though!
 
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Keylo

Keylo

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Re: And here we are again...((D&D Interest Check))

Rise of the Runelords is fun and if I jumped in on Curse of the Crimson Throne, my DM would kill me for getting spoilers before he has a chance to run it *laughs*

Just throwing in my two cents, personally, I'm waaaaay to bogged down already to jump into something *else*

Good luck to y'all, though!
True testimony to both, though I argue the second starts off more exciting than the first.

Anyway, votes currently stand at:

Curse of the Crimson Throne: 3
Rise of the Runelords: 1
Eyes of the Lich Queen: 1

...And 5 potential players already. Guess I'll assume CotCT is the favorite.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Curse of the Crimson Throne Feats
New Feat: SABLE COMPANY MARINE
You graduated from the elite hippogriff-riding school of the
Endrin Military Academy. Not only can you ride a hippogriff
with great skill, but you may also bond with one.
Prerequisite: Ranger level 4th.
Benefit: You gain a hippogriff as your animal companion.
You gain a +2 bonus on Ride checks made while riding your
hippogriff animal companion. Whenever you are within 20
feet of your hippogriff, it gains a +2 bonus on saving throws
made against fear effects.

New Feat: SHINGLE RUNNER
As a child, you spent a lot of time in the Shingles, the
interconnected rooftops that span much of Korvosa. You are
particularly adept at climbing, jumping, and avoiding falls.
Prerequisites: Dex 13, Acrobatic
Benefit: You gain a +2 bonus on Climb and Jump checks, and
may take 10 on Climb checks even when distracted. If you fall, you
automatically reduce the damage taken by the fall by one die, as if
you had fallen 10 less feet. This reduction in damage stacks with
the Jump and Tumble checks to further reduce falling damage.

New Feat: CROSSBOW MASTERY
You can load crossbows with blinding speed and even fire
them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid Reload,
Rapid Shot
Benefit: The time required for you to reload any type
of crossbow is reduced to a free action, regardless of the
type of crossbow used. You can fire a crossbow as many
times in a full attack action as you could attack if you were
using a bow. Reloading a crossbow for the type of crossbow
you chose when you took Rapid Reload no longer provokes
attacks of opportunity.
Special: A fighter may select Crossbow Mastery as one
of his fighter bonus feats. A ranger may select Crossbow
Mastery in place of Manyshot for his improved combat style
at 6th level.

New Feat: ACADAME GRADUATE
You have passed the grueling Test of Summoning and
graduated from the Acadamae.
Prerequisites: Specialist wizard level 1st; cannot have
conjuration as a forbidden school.
Benefit: Whenever you cast a prepared arcane spell
from the conjuration (summoning) school that takes
longer than a standard action to cast, reduce the casting
time by one round (to a minimum casting time of one
standard action). Casting a spell in this way is taxing and
requires a Fortitude save (DC 15 + spell level) to resist
becoming fatigued.

New Feat: HARROWED
Numerous Harrow readings early in your life seem to have
hit the mark precisely, increasing your belief that you are
destined for a specific purpose in life; the Harrow deck and
your destiny seem intertwined.
Prerequisites: Cha 13, must be chosen at 1st level
Benefit: You get a +2 bonus on all Will saves made to
resist charm or compulsion effects.
Once per day, you may draw a card from a Harrow
deck you own. At any one time for the rest of that day,
you may apply a +2 bonus on any d20 roll modified by the
card’s suit. For example, if you drew a card from the suit
of Wisdom, you may apply a +2 bonus on a Will save or a
Wisdom-based skill check. If you drew a card from the suit
of Dexterity, you could apply this +2 bonus on an Initiative
check, a Reflex save, a Dexterity-based skill check, or a
ranged attack roll. You may assign this +2 bonus after you
make the roll, but you must do so before you know if the
roll was a success or not.
If you don’t have an actual Harrow deck handy to
draw from to determine your bonus, you can randomly
determine the ability score by simply rolling 1d6 (1 =
Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence,
5 = Wisdom, 6 = Charisma).

New Feat: RED MANTIS PROFICIENCY
At some point in your career, you have come across the weapons of the infamous Red Mantis. Through practice, you have mastered their use, and can use them as effectively as any among their number.
Prerequisites: Dex 13, Rogue or Ranger Level 1
Benefit: Gain proficiency with all Red Mantis Weapons, including the Sawtoothed Saber and the Blade Scarf.

Curse of the Crimson Throne Background Traits (Must pick one, or PM one of a similar criteria)
From the book:


Even before Curse of the Crimson Throne begins, you and
the other PCs have a shared trait—you’ve all been wronged,
in some manner, by the despicable Gaedren Lamm. The
campaign you are about to begin starts as you and several
other promising young heroes are brought together to do
what the city guards cannot (or will not) do—to see that
Gaedren Lamm answers for his crimes, be that in a court
of law or at the edge of a vengeful blade.
Presented here are five ties to Gaedren you can choose
for your character, historical snippets that explain how
this detestable crimelord has affected you in the past.
Each trait presents an unfortunate event, painted in broad
strokes so you can customize it to your needs, that helped
shape your character. Once you’ve selected a trait, pick a
benef it that matches your own concept for your character.
Feel free to adapt and rework the particulars of your chosen
trait to f it your history. So long as you have a reason to see
Gaedren pay for his crimes, you’ll have a built-in reason
to take up a life of adventuring and, more importantly, a
reason to bond with your new companions.


Drug Addict

Someone you know has become addicted to shiver, a drug
distilled from the venom of dream spiders. The drug
induces sleep f illed with vivid dreams, during which the
user’s body often shakes and shivers, giving the substance
its street name. Shiver is particularly dangerous for the
desperate, for its promises of dreams and oblivion are
often viewed as the only alternative apart from suicide
for escaping a dreary life. You’ve always thought of
shiver as a problem of the lower class, but then someone
you know overdosed on the stuff. You’ve done a bit of
investigating and have learned that the one who got
your friend addicted in the f irst place was a crimelord
named Gaedren. Unfortunately, the guards seem to be
more focused on the bigger dealers. They don’t have time
to devote many resources to what they’ve called, “a bit
player in a beggar’s problem.” It would seem that if his
operation is to be stopped, it falls to you.

Addicted Friend: The addict is a friend or lover who
might or might not have survived the overdose. Your
research into the drug scene and local politics has given you
a respectable education in street knowledge. You gain a +2
bonus on Knowledge (local) checks or Gather Information
checks (choose one when selecting this trait).

Personal Addiction: You were the addict. You blame
Gaedren for your brush with death and hate how his
drugs are causing similar problems among other youths.
Fortunately, your body recovers quickly from toxins, and
you have a +1 bonus on Fortitude saving throws.

Love Lost

Someone you loved was knifed to death in a dark alley one
night. You were called to the scene by the Korvosan Guard
to identify the body, and as rough as that was for you, you
also noticed a ring was missing from the body. Whoever
murdered your loved one stole that ring—you’re convinced
of it. You’ve done some investigation on your own and
recently found the ring for sale at a local merchant.
Although, to your great frustration, you can’t afford yet
to buy it back, the merchant did tell you from whom he
purchased the ring: a man named Gaedren Lamm. It seems
likely this criminal is the one who killed your loved one,
or at the very least knows who did. The only problem is
finding him.

Orphaned: The murder victim was
your only surviving parent. You had to
grow up fast to take care of your siblings
or to handle your family’s matters and were
forced from an early age to support yourself.
You gain a +2 bonus on one of the following
skills and may have it as a class skill: Craft, Perform, or Profession.

Widowed: The murder victim was a
lover. With your lover’s death, a part of
you died as well, leaving you haunted,
grim, and prone to dark musings. You
gain a +2 bonus on Intimidate checks.


Missing Child

You suspect that a child you know has
been abducted by Gaedren. Whatever the
relationship, you’ve heard rumors about
Gaedren’s “Little Lamms,” and of how
the old man uses children as pickpockets
and agents for his crimes. You’ve even heard rumors
that the child you’re looking for has been spotted in the
marketplaces in the company of other known
to be cutpurses and pickpockets.
Although the Korvosan Guard has
been understanding of your plight,
yet it has its hands full with “more
important” matters these days, it
seems, and has not yet been able to
learn anything more about Gaedren. No
one else is interested in bringing Gaedren
down and rescuing his victims—that
task falls to you. Yet where could the old
scoundrel be hiding?

Missing Sibling: The missing child is
a brother or sister. Although everyone else
has given up hope, you believe your sibling
still lives out there. Your constant search for
the missing sibling has developed into great
skill at rumor mongering and f inding
information from others. Gather
Information and Sense Motive are
always class skills for you.

Missing Son or Daughter: The
missing child is your own son
or daughter, a niece or nephew, or
the son or daughter of your superior or
employer and one you had been charged with protecting.
The child was abducted during a trip to the market or
some other daily event. Long hours spent searching for
rumors and your stubborn will to continue grant you a +1
bonus on Will saves.

Unhappy Childhood
You spent a period of time as one of Gaedren’s enslaved
orphans. Maybe you were abducted from your
parent’s home or during a trip to the
market. Perhaps the irresponsible matron
who ruled your orphanage traded
you to him in return for a desperately
needed loan of money. Or perhaps
you, like most of Gaedren’s slaves, were
merely a child of the street who succumbed
to his promise of regular meals and a roof in
return for what he said would be “a little light
work.” Whatever the case, you spent several
years of your life as one of his “Little Lamms”
before escaping. You’ve nursed a grudge for the
old man ever since.

Tortured: Gaedren tortured you and left
you for dead on a garbage heap after
you made one too many errors.
Your scars and memories have
honed your reaction speed and
make you rather jumpy. You gain
a +1 bonus on Ref lex saves.

Religious: You found a holy
symbol of the god you worship today
while on a job for Gaedren and, intrigued by
it, you snuck off to attend services. When Gaedren found
out, he beat you to within an inch of your life and broke
your holy symbol. Your faith let you block out the pain,
and you escaped his control and took shelter in the church,
where you spent the rest of your youth. You gain a +2 bonus
on Concentration checks.

Framed
Someone you know and love was accused of murder. A
supposed eyewitness account from a local fisherman
seemed to be enough to seal the case, but the accused
had enough alibis that sentencing wasn’t immediate.
Someone confronted the fisherman and discovered he was
intimidated into providing false witness and forced into
planting the murder weapon by the actual murderer—a
local crimelord named Gaedren Lamm. Lamm’s thugs
killed the fisherman before he could recant his testimony.
Although this removed the key witness and resulted in the
accused being set free, the stigma was enough to badly
damage his reputation. If you can find Gaedren, you’re
sure you can find evidence that ties him to the murder and
can clear the accused’s name.

Family Honor: The person framed was a family member,
perhaps a father or brother. You managed to trick the
fisherman into revealing the truth with your skilled
tongue, and thus gain a +2 bonus on Bluff checks.

Dropout: You were the one accused. Although you were
eventually freed when a friend confronted the fisherman
and got the truth, the damage had been done. You were
forced to leave your school (perhaps the Acadamae)
or church. As a result, you were forced to self-train
and promised yourself you would become better at your
chosen profession despite the spurning of your peers. You
gain a +2 bonus on Spellcraft checks.
 
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Hentaispider

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Re: And here we are again...((D&D Interest Check))

Sheet: (not public yet)
Rolls:
 
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Keylo

Keylo

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Re: And here we are again...((D&D Interest Check))

Stats for LDF:
 

Shrike7

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Re: And here we are again...((D&D Interest Check))

Okay, I can't help it, I'm gonna try and join as well. I have a soft spot for playing tragic heroes, and reading through those background traits gave me two or three good ideas. On my way home now, going to sketch it out there.

EDIT: Okay, quick question, what is everybody else playing, come to think of it? I saw a 'Zerker there, and mention of a drunken master. rest of the rolls look like either rogues or wizards, so hmm. thinking of either a rogue or scout, or perhaps a fighter. not entirely sure yet, so i'll pick whichever one is most needed.

EDIT2: and here be the stats. I traded the INT and WIS around, otherwise it would have been an ironman roll. will switch them around somewhat if i wind up playing a fighter, but this is how they will sit on either a rogue or scout:

EDIT3: And here's the sheet:
 
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Caulder

Is completely fucking irrelevant. And he's a bitch
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Re: And here we are again...((D&D Interest Check))

Sheet:
Stat rolls:

Backstory:

Izak, born a commoner in the Shingles, grew up running along rooftops and gathering up random bits and pieces of junk he could find to sell for spare bits of gold, trying to "make his own allowance" as it were. As he grew older, he began to develop a nature talent for picking pockets and swordplay, until eventually he earned up (Or rather, stole) enough to buy himself a pair of Sawtoothed Sabres, to which he now holds to be his pride and joy. He has recently undertaken work as an "assassin of the evil", though he's still liable to pick your pocket when you aren't looking. He also has a natural flair for smooth talking, and uses it to great effect. Up until recently, he had a partner in crime, Hodred, an expert dwarven rogue who prefered poison over a knife to the throat when assassinating someone, and was also Izak's mentor in the ways of assassination. The two had been friends for nigh on seven years, getting into all kinds of escapades, many of which usually resulted in one form of scar or another, before Hodred became addicted to Shiver. The withdrawal symptoms began to manifest over time, and eventually Izak had to retire Hodred and care for him for several weeks, until he overdosed on the drug one night. The next morning, when Izak came to check on him, he found Hodred's lifeless body and immediately set out to find the local dealer. It wasn't hard, though now he has been seeking ways to murder said dealer without being slaughtered for his efforts.
 
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Shrike7

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Re: And here we are again...((D&D Interest Check))

Nearly done, methinks. Are we rolling for starting wealth, or do you have a set amount in mind?
 
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Keylo

Keylo

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Re: And here we are again...((D&D Interest Check))

You start with the max GP for your class, AKA the highest number possible if you rolled it.
 

Shrike7

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Re: And here we are again...((D&D Interest Check))

Interesting, alrighty. Think I'm done everything except the shopping then, going to edit the sheet into my previous post now. Backstory included in the notes.

EDIT: and now the shopping is done. She has a total of 10 coins left to her name, hehe.
 
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TentanariX

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Re: And here we are again...((D&D Interest Check))



And my (Unfinished) Character Sheet for Allesharra, the Night Sniper.



I will be taking the Personal Addiction and Tortured Background traits. (But only the bonus from Personal Addiction.)

Background:
Allesharra was a starving young orphan girl barely surviving on the streets of the city, when Gaedren approached and gave her the empty promise of food, a good place to live and safety in exchange for "a little light work". But what she thought was a blessing was really a nightmare in disguise. The old bastard would hit her and beat for every mistake she made. Other times she would be drugged and left in a store house somewhere to be raped as a "lesson" for her failures. It was due to divine intervention, or perhaps mere luck that she was never impregnated. But one day, the sick old bastard just had enough of her mistakes and would drug her and take her back to an abandoned ally where no one would notice her and beat her with an inch of her life. Drugged up, bloodied, humiliated and wishing for death, it was a miracle that she managed to patch her injuries the best she could and drag herself out onto the street where she was found by a wandering cleric who took her in and healed her. Once she was nursed back to where she could get some help and move on her own, she would train herself in archery and stealth, hiding out in the shadows and stalking the drug dealers and murders that plagued the city and where she secretly plotted to sneak up on the old bastard and end his miserable life once and for all.

Allesharra has scars on her back from she had been beaten with a leather strap numerous times, a scar on her torso beneath her breasts from she was cut one time, and a scar on her right eyebrow from where she was badly beaten when Gaedren took out her out for the last time. She wears dark colored/black traveler's clothes and a hooded cloak, hiding her face from the world.

EDIT: Background out and Charsheet Finished!
 
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