What is this?
This is a 3.5 campaign with a custom setting best described as post apocalyptic fantasy. What once was a high magic world is now a shadow of its former self. Ancient mysteries and fanciful artifacts wait to be discovered or taken by those strong and brave enough to try.
The Story:
While toiling about with your daily life, you've often heard legends and fables of a time long ago. That there once existed huge cities of thousands of hard working citizens, crafty merchants, skulking thieves, skilled warriors, indifferent nobles, enigmatic magicians, and overbearing religious institutions. When magic was as commonplace as a farm mule and unbelievable works of ingenuity brought awe inspiring beauty and destruction. But then it was all wiped away. What happened depends on whom you ask. Some say the gods were fed up with the sins of their children and decided to purge them of the evil ones. Others say that the chaotic use of wizardry created a terrible wasting disease. Some even say that a terrible ancient evil has been unleashed. But they're just stories you've heard.
Although you have not traveled far, you know that the world outside is a terrifying place. Powerful entities carve kingdoms for themselves out of brute force or other more sinister ways. The lives of ordinary people are used as little more than pawns in their games for dominance. The guilds and organizations are just barely above their influence, having access to certain resources that they jealously guard.
Will you be a pawn, a warrior king who uses the people, a passing note in history, or something more?
Setting:
The characters start in the town of Ruta, a small community of miners, craftsmen, and traders nestled between the foot of a mountain and a wide river. Roughly eight hundred people call this place their home, with a council and all-father to keep the peace. Humans, elves, dwarves, orcs, gnomes, gnolls, their half breeds, and various other races live here. The old hatred are often put aside for survival's sake. The winters are harsh and spring often brings mudslides and floods.
The valley in which the town resides is abundantly fertile and the mine belches forth great heaps of iron. Some of the metal is made into tools for trade with the nearby villages or bought by the merchants traveling along the river in their barges. Most are made into implements of battle and sold to the two neighboring warlords.
It is by their will alone that this area has seen peace. By their agreement, this land is part of a buffer between them that neither should trespass into. And both benefit by gaining the arms necessary to carry out their own goals. This provides great autonomy to Ruta and the scattered villages, but uncertainty as well.
Your character must be non-good. Lawful and neutral evil preferred. You are in Ruta as part of a job you took in Llofr, a relatively larger city where the game may revolve. Who am I?
I'll be up front about what kind of DM I am. I make worlds. I do not go out of my way to push the characters in any particular direction and I do not tailor fit encounters to the group. If you run across something, it is up to you to decide whether to fight or to run. I have high expectations of my players' tactical skill, don't let me down. I care far more about roleplaying and fun than I do about rules and stats. If you do something to really abuse the rules, I may allow it to work once. The rules as written are second to my ruling. The reverse of that, if you think of a feat or action that's really cool you can run it by me and I'll consider it. You may as well toss out your monster manuals and page after page of pre-made magic items. You won't be seeing that stuff here.
The one exception I'll be making to the not pushing people idea will be your standard how the group got together opening shove. A tavern may or may not be involved.
What do I need?
A few good men or women to fill out the ranks. This campaign will need three first level characters made from just about anything 3.5, pending my approval. Psionics need not apply. A few slots have already been tentatively reserved. We will most likely be playing over Skype on
Sundays afternoons to some agreeable time. If you're interested, make a post here saying so in
colorful bold cyan, what time frame you'd be available for, and an idea of what you'd like to play. Next Sunday, we can all get together to make characters. In true Dungeons and Dragons style, we'll be rolling for stats.
Characters
We'll be going with rolling three sets of six 4d6 drop the lowest, assign as desired. Pick whichever of the three sets to use for your character. Just post them in the thread whenever you feel like. We'll be playing this Sunday if you guys get your characters done in time.
Posts
Has 3.5 fallen out of favor with the release of 4.0? I was under the impression that quite a few people disliked the style of the latest edition.
Edit:
I've been struck by a mood. The campaign is now evil and you will play as self serving individuals taking what you can, when you can. There's no need to be charitable just because of an apocalypse. The game will still start in the village described above, but you're no longer from there unless you really want to be.
Set 1: 11 13 8 10 5 11
Set 2: 9 15 7 10 18 18
Set 3: 15 9 14 15 14 8
From a point buy standard, the first set was too low, the second set is too high, and the third set is juuuuust right. Hopefully Hylian rolls something equally absurd.
I'm a bit wary of taking on anyone else until I know whether or not my "possible" players are in or not.
A general map of the area is done, I'll upload some of the setting information here later today. Switching focus has really let my creative juices flow and things are becoming much better fleshed out.
15 / 11 / 13 / 10 / 17 / 12 - PB 35
10 / 13 / 10 / 12 / 12 / 14 - PB 25
10 / 13 / 15 / 13 / 12 / 18 - PB 40
I'd be taking the first set, if available (or the third, I'm not picky :P), and would prefer to play as either a cast-y type, though I'm still undecided if that means sorcerer or cleric. (Wish I could go a psionic class for a change, but I'll take what I can get.)
If we were playing on Sundays, unfortunately, right now my work schedule keeps me until 7 EST, and I don't know if there's much I can do about that at this time.
That third set is inarguably better than the first. o_O
18, 15, 13, 13, 12, 10
vs
17, 15, 13, 12, 11, 10
Xulin isn't really sure what he wants to play either. The third player probably won't be available for a while, he just had to go in for surgery.
Valkun, how open are you to stuff from Unearthed Arcana? With approval?
Population: Approx 2,000
Government: A council consisting of representatives from the major guilds and organizations decide the policy for the local area with each organization managing and regulating their own interests. In the seedier parts of the town, syndicates and gangs decide what's right.
Districts:
The Low Quarter - The area nearest to The Tear, a sizable lake connected to various rivers. This thin strip of the city is filled to the brim with warehouses, piers, houses of sin, tradehalls, sailors, merchants, kelpers, and the like. Various mercantile guilds keep their offices here and compete both financially and physically for turf and contracts. They keep a monopoly on ships and any goods that leave the city must be chartered by one of these groups.
Sundry Downs - The largest sections of Llofr, also the emptiest. Hundreds of buildings here remain empty with no souls to inhabit them. The more superstitious consider the place haunted and sinister, the more practical consider it a good place to hide or do business without wandering eyes seeing. The sewer that runs underneath the town is often in better condition then the rubble strewn streets of the downs and provide a way to move about undetected.
The Main Way - The central road dividing the town into northern and southern halves is lined with craftsman's stalls, taverns, inns, temples, shops, and small houses. The Watchers, the rank and file of several combined religious sects, keep a careful if strict eye on this area.
Industry: The city brings in food and raw materials from the small villages that dot the countryside and exports finished goods. Most clothing in the nearby area is made here from the kelp farmed at the lake. Although so fibrous as to be inedible, when processed the plants provide tough stringy filaments which can be weaved together into a strong, dyeable cloth. Metal tools and weapons are imported from the north, fish and spices from the South.
Control of the grasslands to the west of the city changes on a daily basis as various warlords, self named nobles, and mercenaries struggle for control. An unwritten rule prohibits actually damaging the fields or harming the inhabitants, so the villagers continue their daily labors with little care for who's actually in charge. To them, the Circle is truly the one in control. It is the druids that the village's must pay to keep the plants growing, as none of the crops have born seeds for as long as they can remember. The winters here are short and the summers long and hot, providing extended but hard growing seasons.
To the west, across the lake and river, few dare to tread. The enigmatic Athuria to the south west is truly an unknown. Many who walk into the forest never return, or appear several days later wandering the countryside without any memories of how they got there. The Smoking Hills on the far side of the lake can be seen billowing even from the city. The air there is far too toxic to even consider exploring for most humans.
It's one of the few books I don't have access to at the moment. Although I think Xulin probably has it. So just run stuff by me for now.
Also, we may have found another alternate third player. He's too busy to play this week due to various academic obligations, but maybe starting next week.
I'm also adjusting the prerequisite feats for Invisible Blade to:
Weapon Finesse, Dodge, Weapon Focus (Dagger, Kukri, Punching Dagger)
Point Blank Shot and Far Shot were hold overs from when it was a combined ranged/melee PrC. From among the limited choices I could find, dodge seemed like the best fit with Unfettered Defense. Weapon Finesse was a gimme considering the class focus. I decided against forcing a two weapon style into it.
Malus Kurtwood human male AL: NE
Swashbuckler 1
HD: 1d10 + 2 (12 HP)
Speed: 30 ft
BAB: +1
AC: 17
Attack: +5 melee (1d4 Kukri 18-20/x2)
or +5 ranged (1d4 Dagger 20/x2)
or +5 ranged (1d6 Shortbow 20/x3)
Full Attack: +3/+3 melee (1d4 18-20/x2 Kukri)
Abilities: Str 10, Dex 18, Con 15, Int 18, Will 9, Cha 7
Feats: Aftersight, Two Weapon Fighting, Weapon Finesse
Skills: Balance 4(+4), Bluff 4(-2), Climb 4, Craft(Poisonmaking) 4(+4), Diplomacy 4(-2), Escape Artist 4(+4), Jump 4, Tumble 4(+4), Sense Motive 4(-1)
Equipment: Studed Leather Armor(+3 AC, Armor Check Penalty -1, 20 lb.), 2 kukris, 2 katars, 1 dagger, shortbow, Backpack with waterskin, one day's trail rations, bedroll,
sack, flint and steel, hooded lanter, 3 pints of oil, quiver with 20 arrows and 12gp.
omgitsmit PM'd me wanting to join, but he hasn't responded since then. o_O
One other player will not be coming this week, but is likely to join starting next week on.