The Council of Thieves: A DnD 4th Edition Conversion Campaign
Before the fall of the Great Empires, Westcrown dubbed itself “the shining light of Pelor’s civilization.” Now, others taunt us and say, “You can find anything, civilized or not, in Westcrown—except for Pelor.” Ignore outsiders—we know the truth. We did not fail Pelor—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order. The Hellknights paved our way and House Thrune walked it to greatness. I don’t blame them at all for moving the capital—this place only reminds you of past failures. Besides, better for a Wiscrani to make a living without so many priests or imperials around and easier for those of us who deserve it to ascend to higher stations without them in our way.
Act 1: The Bastards of Erebus
“The city of Westcrown is dying. Since being stripped of its station as the capital of Cheliax, the wealth and prestige of the city has gradually slipped away, leaving the desperate people to fend for themselves in a city beset by criminals, corrupt nobility, and a shadowy curse. Can the heroes fight back against champions of both the law and the criminal world? “
—Alcini Vitaron of Alcini’s Apothecary
Thrown into chaos after the death of the god of the light and the sun, Pelor, Cheliax found a new spiritual guide to help tame the resulting lawlessness and destruction—Asmodeus. Dominated today by the Thrice-Damned House of Thrune, Cheliax is a militant land of inflexible order, like a rigid steel blade tempered in the fires of Hell. It is a land where nobility and virtue take second place to a ruthlessly imposed harmony. It is a place where talks of past glories are only whispered in the dark, where heroic ambitions are kept to oneself, and where normal people strive to blend into the safe anonymity of the crowd.
It is here, in the country’s former capital of Westcrown, that the Council of Thieves Adventure Path takes shape. In this Adventure Path, you and your fellow adventurers help restore the crumbling honour of Westcrown, fight against a decades-old curse, and do battle with an enemy far more deadly than any simple fiend, all in the hopes of returning a measure of splendour to this long-beset metropolis.
This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of five 1st level PCs.
This will be my third time DMing a PbP game (the first being my Scales of War thread here
, and the second my Curse of the Crimson Throne thread here
). I ask that you please pardon my surely unavoidable errors and spelling mistakes (English was not a major of mine), and I shall endeavour to be the best DM I can be.
Anyone may post an application, but precedence
will be given to new as well as active
members and players, especially players not currently involved in any other PbPs (2 PbPs are okay, but don’t expect to get picked if you’re playing in more than 2 PbP), and players who have not played the Council of Thieves Adventure Path before. If you fit any of these criteria, please say so in your application post. In addition, anyone with experience as a DM and who would be willing to provide me with a little advice and guidance are particularly welcome.
This is a play by post game; character sheets on Myth-Weavers (if you already have a completed character sheet on Orokos, that’s fine too). Rolls on Invisible Castle (or once again, should IC throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.
1 Leader, 1 Defender, 1 Controller, 1 Range Striker, 1 Melee Striker; OR Range Leader, Controller, Melee Striker, Melee Striker, Defender
Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).
Submission should include the standard stuff:
IC background motivation:
- A link to the sheet (Myth Weavers or Orokos)
- The character's name
- A picture of your character (optional; for token creation purposes)
- Personality traits, mannerisms and appearances.
- Your ties to the story (see IC Background Motivation)
- The CB summary stuff.
- And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. PBP games you play (or DM) here.
This adventure begins as the PCs are recruited by a human woman named Janiven, who wants to invite them into a new and secret group of concerned citizens of Westcrown who seek to return the city to a place of safety, justice, and honor after a century of strife and oppression. Janiven in question, has invited the heroes (she met/found them individually, so RP that up when designing your character) to meet up at Vizio’s Tavern at the end of the week, preferably in the afternoon for an early dinner (customarily about 4 o’clock). Janiven has noted the way that the government has wronged them, and more importantly, she’s recognized in each PC the potential to do great things in the future. A shrewd judge of character, Janiven also knows that, especially in Westcrown, it’s unreasonable to expect trust in a stranger. She wants the PCs to join her group, and if that means bribing them with money, using flattery, or appealing to a sense of duty will get the job done, she’ll do it. In a way, you’ll have to give a reason why you would join up with the group. Whether for personal gain, honour, gold or maybe even something personal, like redemption or vengeance, it’s up to you to decide.
From the AP: “One large assumption that Council of Thieves makes about the PCs is that none of them should be particularly fond of the way the government in Westcrown currently operates. This isn’t to say that all PCs must be anarchists, but a PC who blindly follows the unfair edicts of the established government won’t really have a reason to join the Westcrown Rebels. Advice for how to handle this requirement can be found in the Council of Thieves Player’s Guide, but the short version is this—being lawful doesn’t mean blindly accepting the current laws. A lawful good paladin might be seeking a way to fight against Cheliax’s evil without abandoning his devotion to order, and such a conflict could send him seeking the aid of Westcrown’s more traditional (pre-Thrune) values—values that exist today among the Westcrown Rebels. An unaligned monk might feel that Cheliax’s current laws are too restrictive and cruel, and would be interested in seeking out those of a like mind who are looking for a better government. Even an evil cleric of Asmodeus might have reason to be frustrated with the House of Thrune’s attitude toward the infernal—for certainly while the church of Asmodeus is the official state religion of Cheliax, many of Asmodeus’s faithful feel stifled by the fact that Thrune sees Hell not as a greater power but as a role model at best and a resource at worst.”
For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race and class (see Character Backgrounds and Feats section below), as well as the Essentials Line (because I don’t have access to the Essentials line over here... yet). Be prepared to post technical info if I request it.
Note about alignment:
I am lax about alignment- there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team, as well as reason to join up with the Westcrown rebels. No backstabbing the party, no killing the shopkeeper because you felt like it, and most importantly of all, don’t be a griefer
; everyone’s here to have fun, but I will throw out anyone that tries to ruin everyone else’s experience.
Also no cheesy builds please
Deadline is October 6th 18:00 PM (Early Evening; GMT+2 time). Expect the game to begin sometime in the following week (Monday October 11-Friday October1 5).
Plans for the Campaign
To ease myself into the DM's seat, I intend to start the campaign by playing through COT Act 1 first. What happens next will be determined by how the game went. As we are playing COT, I'm slowly trying to convert the other acts of the AP to 4th ed. If it was a great success, then we’ll continue with COT Act 2: The Sixfold Trial in 3-4 weeks time after we finish Bastards of Erebus.
Character Backgrounds and feats:
Races Allowed (Those not listed are banned):
Cheliax is primarily a country of humans, but other humanoids (and even goblinoids) of any type can be found in Westcrown and the other large cities. As befitting of a nation ruled by the laws of devils, Cheliax also has a large Tiefling population. Though ironically, they are mostly treated and seen as lesser beings, born of human fallibility or devilish trickery. Noble houses hide Tiefling heirs away, ashamed of their very existence, or reluctantly allow them some control over the family business (usually if there is no other reliable heir available). Because of this tarnished history, most Tieflings in Cheliax carry around hatred and resentment in their hearts.
The Common Races:
Other Races (Not prominently dominant in Westcrown, but have footholds established nonetheless):
Classes Banned from campaign:
- Half-Giant (Goliath)
- Shifters (Longtooth and Razorclaw)
- Genasi (any soul acceptable)
All classes are acceptable, with the exception of:
Players may choose general backgrounds (like those from the PHB 2 and Power books etc.) ONLY! NO Forgotten Realms! NO Eberron! NO Scales of War! NO Dark Sun Themes! ‘Nuff said. And lastly, NO ESSENTIAL LINE CHARACTERS!
The campaign will take place in the default Point of Light setting, in the far-off militant nation of Cheliax, in the city of Westcrown to be more specific. The information presented within the Player’s Guide is common knowledge, especially to characters who call Cheliax home. The guide is organized to help root characters in the area in and around Westcrown—the focal point of this entire Campaign. While any character can take part in the Council of Thieves, those created and using the guide are likely to have more personal motivation as the events of the Adventure Path unfold. Characters should consider being local to the community of WestCrown or have a reason for a long-term visit to the area. Point of Light Setting backgrounds, cities, ideologies and organizations are acceptable. However, if you choose to create a character from beyond Cheliax’s borders, you’ll have to establish some reason for being in Westcrown (or in Cheliax, for that matter). Also note that Pelor (Aroden in the Player’s Guide) is considered dead in this campaign, so no divine characters that worship him as their patron god.
You can find the Player’s guide HERE
Players retain their 100gp, but gain the adventurer’s kit, as well as any level 1 magical item of their choice (that’s 360 gp worth) absolutely FREE.
Lastly, when designing your character, choose ONE of the following feats absolutely free:
Regarding Religion (Divine Characters):
- Weapon Expertise
- Weapon Focus
- Proficiency with a Weapon (Martial Only)
- A Domain Feat of your chosen Deity (Divine Only)
- Superior Implement Training (Arcane Only)
- A Tribal Feat of your choice (Primal Only)
Although the nobility of Cheliax openly pays lip service to Asmodeus, the majority of the nation’s people are little different from those found in other lands—only more oppressed and guarded about their actual faith. With the same hopes and goals as their neighbours, Chelish folk find appeal in the same deities as other common folk, though many do so under the burning eye of Asmodeus’s faithful. Thus, adherents of any faith might be found in Cheliax, though they tend to keep their convictions subtle in the face of rampant diabolism. Avengers, Clerics, Invokers, and Paladins of all religions practice in the country, though the numbers of non-lawful deities are significantly fewer, usually being little more than travelling priests. Westcrown was once an epicentre of Pelor worship, but in the century since his death actual worshipers of this dead god have all but vanished, even if his shrines still stand. In most cases, clerics of Erathis have taken up the mantle of honouring Pelor’s legacy.
Clerics and worshipers of all other gods exist in Cheliax, but most keep their activities hidden, or at least private. No worship is outright forbidden in Cheliax, but going against tradition can draw unwanted attention. The exception to this is the church of Sehanine. Her followers openly maintain shrines and conduct colorful, beautiful ceremonies in public (usually involving acrobats and musicians). For the darkness pervasive throughout Cheliax, even the decadent nobles can’t resist the appeal and entertainments of the goddess of beauty. The only religions completely outlawed in Cheliax, is the worship of chaotic gods and demons. Bane is considered an alternative choice for Hellknights, if only since he represents unbridled martial discipline that the organisation greatly reveres.
Edit: All characters are required to have first names and last names. Come on people, be creative :mrgreen:.